tag:blogger.com,1999:blog-11758224.post101705943204127628..comments2023-09-28T07:23:51.376-07:00Comments on ProjectPerko: Writing Dialog the Weird WayCraig Perkohttp://www.blogger.com/profile/13173752470581218239noreply@blogger.comBlogger3125tag:blogger.com,1999:blog-11758224.post-46175035658528441452007-06-17T10:07:00.000-07:002007-06-17T10:07:00.000-07:00There's lots of techniques that I think we could u...There's lots of techniques that I think we could use to write better game dialog. Until now, everyone's dialog advice is basically "do movie dialog"... but we aren't movies.<BR/><BR/>Our dialog tricks need to be less focused on advancing plot and more focused on drawing the player in, I think. This is simply one way of doing that.<BR/><BR/>Of course, most games have dialog that's terrible by ANY measurement, and this won't help with that... :PCraig Perkohttps://www.blogger.com/profile/13173752470581218239noreply@blogger.comtag:blogger.com,1999:blog-11758224.post-6893924743039901382007-06-16T20:26:00.000-07:002007-06-16T20:26:00.000-07:00Whats interesting is language processing as an int...Whats interesting is language processing as an interface largely depends on cold reading to a large extend, its basically a way of whittling syntax to semantic token cluster and then (in Facade's case) having dialogue fit expected patterns. Of course, Facade perhaps underutilized the technique you describe in the static half of that equation. Maybe if it did the writing wouldn't have been so goddamned on-the-nose, not to mention a bit irritating.<BR/><BR/>"What, are you saying my X is Y?"<BR/><BR/>Come one guys, text is cheap, we can do better than leading questions.<BR/><BR/>On another note, mad props to Stern and Mateas.Patrickhttps://www.blogger.com/profile/13614962832390315553noreply@blogger.comtag:blogger.com,1999:blog-11758224.post-75573496788710734202007-06-16T20:07:00.000-07:002007-06-16T20:07:00.000-07:00This would be a great way to get players thinking ...This would be a great way to get players thinking the game had been acting intelligently, tracking behaviours and shaping the game world in response to them, when in reality, it involves nothing more complicated than a bit of human creativity and a basic understanding of human psychology. Very nice.<BR/><BR/>I will have to link to this the next time I do a web-roundup. Dialogue and RPGs certainly go hand-in-hand!<BR/><BR/>- Natasha<BR/>http://www.rpgb.blogspot.comAnonymousnoreply@blogger.com