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Ode to Short Dialog: Reconsidering the Sound Bite
 
 
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Features
  Ode to Short Dialog: Reconsidering the Sound Bite
by Ben Schneider
7 comments
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October 14, 2008 Article Start Previous Page 2 of 4 Next
 

A Hard Day's Quote

I've been thinking a lot about short dialog recently. For most of 2007, we at Iron Lore were working on Dawn of War: Soulstorm, the third expansion to Relic's superb strategy series. When it came time for me to write the unit voice-over it was first necessary to stop and admire the standard set for my task by the folks at Relic.

I was an instant fan of lines such as "Just as Falcon brought Anaris to Eldanesh...," which deftly and poetically evokes the labyrinthine mythology of the ancient Eldar, not to mention, "'Ere ta fix yer gubbinz!" -- capturing perfectly all the comic braggadocio of an Ork warboss.

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The nature of those unit voice-over lines highlights a major difference between dialog in games and other sorts of dialog. Take three steps into the world of screenwriting, and you're likely to come across the term "on the nose." (A good treatment of it can be found in David Freeman's book 'Creating Emotion in Games'.)

Being on the nose is a bad thing; it means the writing has come at its subject too directly and feels flat. It is the hallmark of juvenile, clumsy writing -- or worse yet, a script written by marketing execs. And it's true: People almost never talk directly at a point.

They don't state the obvious, they don't spell everything out. In fact, they almost always beat around the bush and whatever does come out of their mouths is colored heavily by their own personality and their relationship with whomever they're speaking to.

In other words, in real life and in well-written drama, when people speak, they speak in context. And the more context with which a writer can imbue a line of dialog, the better it will be. An elite operative in a dangerous situation is better off saying, "Sergeant Malloy. James! Please!" than they are coming out with a full, "James Malloy, I know the death of your partner of 10 years has shaken you up, but for crying out loud stop acting like an idiot or you'll get us all killed."

If the circumstances surrounding that line are well constructed, the audience gets the second line out of the first, with the major difference being that it goes to their gut, without bouncing off any raised eyebrows.

In video games, the concept of "on the nose" hits a hitch. Dialog -- especially short dialog -- almost always has another job to do, which is conveying direct, unambiguous information to the player. In Dawn of War for instance, every infantry unit can have over a dozen different types of confirmation audio, acknowledging your orders and alerting you to events on the battlefield.


Relic/Iron Lore's Warhammer 40,000: Dawn of War: Soulstorm

Each type of confirmation gets between two and ten lines for variation. You naturally want these lines to convey as much character and flavor as possible, but what you absolutely need is for each to communicate its purpose without a shadow of a doubt.

The player needs to instantly grok when a line signifies squad selection, point capture, morale loss, and so forth. Almost all of these lines essentially must be on the nose. You can't come at the subject indirectly.

While not all game dialog has such strict parameters, the point holds. You won't find a lot of speech in games that doesn't directly relate to the central focus of action. It wants to keep pertinent to -- and at the tempo of -- the game itself.1

1 Writing off the nose is additionally difficult because diagesis is fundamentally different in games. Rather than being air-tight and made of glass, the fourth wall is covered in the apertures and interfaces of the game UI. It's as if a portion of the audio and visuals come from this gray area, the intersection of the game world and the player's world. 

 
Article Start Previous Page 2 of 4 Next
 
Comments

Scott Nixon
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great article.

Ian Levin
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I couldn't possibly agree more. Brevity is considered to be the soul of wit, and a snappy line will always suit a hero better than a diatribe. Excellent article.

Mike Dominguez
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One thing I have to say about longer dialogue - there should be an option for subtitles if it's important enough. It really bugs me when I have to strain to hear character dialogue over ambient sound/music in the game world.

Also, in BioShock, the dialogue that I appreciated the most was the comments that some splicers would make when they didn't know you were around (like the mother singing to her baby). This tended to be longer, but I guess if it was used more liberally it may not have been as effective.

Joe Robins
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Great article! I'd like to sight GTA 4 as a very good example of unsolicited dialogue the sheer amount of things that people say is quite overwhelming. Another example that I will always remember was in Unreal 2. There was a scripted sequence at the start of a mission based on a planet named "hell". where the player is relying on a secondary character to "hack" remotely from the orbiting spaceship in order to stop your impending doom. The decision was made to keep everything in the first person view and not restrict movement (thus keeping the player immersed)... there is two line of dialogue that will always stay with me as it hit the spot perfectly. The player and the secondary NPC are engaged in a tense dialogue which ends with the NPC saying "Go to hell" and the player character chipping back with "Already there toots". This would never have had the same impact if it were not in such a controlled and scripted area... by keeping the player in control of movement but temporarily limiting it with the environment, The dialogue could go-on uninterrupted but the immersion levels stayed right up there.



John Barnstorm
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I think that short dialogue is one approach to design, but not the only. Some dialogue is overwritten, like much of the reams of spoken dialog that litters Final Fantasy X. But I'd strongly disagree with, say, Mass Effect or Star Control 2 being considered inferior games due to their reliance on lengthy, often witty, dialogue trees. I will concede that during the midst of an action scene, no one really wants a long parlay to intrude, especially a lengthy one. The poorly paced and written banter throughout all of Gears of War intruded into many scenes, especially the infamous pumping station dialogue, which was repeated, without the option to skip, before a difficult section of the game.

Wyatt Epp
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Bad writing is bad writing regardless of how long it is. He was pretty clear, I think, that he had nothing against longer segments, John. What he's saying is that the short clip is underappreciated; that it SHOULD receive the same level of scrutiny that the longer parts do. His example of an RTS, where you might hear many-hundred short clips to one longer conversation offers a good thought environment for build understanding of the "why." Expanding it to the so-called "sandbox" games, and using examples both good and not so good helps establish the standard to which we refer for this discussion. It's a thought provoking article and gives me some possibly interesting ideas as far as sound direction on my current project.

Anne Toole
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Old news ;) We've been waxing rhapsodic about "less is more" in dialog. http://writerscabal.wordpress.com/2007/04/25/quality-vs-scope-in-game-writing/

That said, shorter dialog can be harder to write than longer version. As Blaise Pascal famously said, "I have made this [letter] longer because I did not have the leisure to make it shorter." That could pretty much sum up any game developer's experience.


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