Laura Michet's Blog

I recommend trying to write a spec for your favorite dialogue system

Every once in a while, for my job, I have to create a gigantic list of features associated with a random game's existing dialogue system.

A lot of creative directors will recall the dialogue system of a game they love, then say to the narrative team, "give me that exactly." Then you've gotta figure out what "that" is, exactly. It's usually a lot more complex than you've anticipated!

Dialogue systems cover a ton of edge cases emerging from player movement, game state, UI navigation flow, and more. I often find myself dimly remembering what a game did to handle the unique narrative cases at the very end of the plot, then dooming myself to play through the entire game, or to watch multiple different Let's Plays and hope that I can find an example of player pressing every available button. For example, Pokemon Scarlet and Violet have, essentially, a font, plus some weird text UX, which are only used in the dialogue of the final boss, in the last 30 minutes of the plot. Pokemon Z-A mixes combat UI with dialogue UI and cutscene-style visual language in the climactic final battle. If I wanted to write out the full spec for the dialogue system for either of those games, I'd need to be looking at material you only unlock after 30+ hours of play. It's a chore!

It's also very educational. If you have recently started working in games narrative and want to know more about how these systems function, I think it can be enormously educational to try and write out every single thing that a game's dialogue system does - even the weird shit that games sometimes save for their final bosses or climactic setpieces.

Writing down everything that happens in a game's dialogue system could mean recording every single way that the game handles a player entering or exiting dialogue. Are there any scenes where the player is KOed during dialogue? Scenes where the player is forced into dialogue? Scenes where the player triggers a dialogue scene from an unexpected menu, like their inventory? You'll have to screenshot them all and describe how audio and text UI work in these unusual cases. If a game has 3D camera angles paired with dialogue, you can try to record all the different camera techniques used. Is the camera moving during dialogue? How does it move? How does the game act when the player advances dialogue while this stuff is onscreen? You can really get into the weeds with this shit.

I have written out spec documents for existing games which attempted to describe every single UI animation used during dialogue. It wasn't useful to anyone, but it really taught me a lot about how unexpectedly complex even the simplest one of these systems can be.

I think the two most interesting games I've recently done this for were Final Fantasy XIV and Arctic Eggs. Arctic Eggs does really fun, playful, unusual things with text. FFXIV uses a bazillion different text and VO delivery systems so flexibly and in so many crazy combinations that it kind of functions as a lesson on game production. It's a lot of fun to track how that game uses cheaper narrative systems for more frequently-seen, low-effort content, then dumps money on a few high-budget cutscenes per expansion. You can learn a ton from seeing where different dialogue systems use their more expensive, complex, arted-up techniques.

Anyway!! Strongly recommend this shit. It'll give you all sorts of genius ideas. And it's a great way to justify playing games at work........

#game_development #games