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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 3 of 4 Next
 

Snubbing the Nose

Well, on the nose or off it, what's it going to be? Trying to transcribe the concept wholesale into video games doesn't really get us anywhere. Translation is required; the formula needs to be re-derived. Keeping dialog strictly indirect might not be possible, but here's the thing: That rule is just an easy-to-spot result of dialog that's in character and in context. Even lines that are brutally direct don't need to be without personality or context.

I'll look at some of the point capture lines in Dawn of War, by way of example. When you tell a squad to take a point, they spend some time raising a flag over it, then they need to tell you they've finished. The trained and orderly Space Marines get by with "Objective achieved!"

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The more macabre and poetical Dark Eldar prefer, "Our flag flies proudly here," which is more than twice as long, but still under two seconds. Ditto for "It now belongs to da Orks!" On the nose and plenty of character there. "In context and in character" (ICIC) is longer than "on the nose," but it's also less than two seconds-and it might just work.

The Art of Public Speaking

Writing dialog in games comes with its own challenges. Very short dialog has the ability to work itself into the fabric (or gearwork, if you prefer) of the game, to become an aspect of the environment and player experience where longer dialog generally does not fit well.

At its most powerful, very short dialog has to balance a number of factors. It conveys game-related information in an easily recognizable, aerodynamic formulation that somehow, despite its brevity, remains in context and in character. It doesn't stick out, jar, or bore the player, and it takes a front- or back-stage position as needed.

Assassin's Creed is worth considering for its dialog. On the street, passersby and guards comment on what you're doing in muttered reactions. Scaling a wall or jumping around will earn you a "What is he doing?" while outright murder results in gasps, yells, and shouts. By and large, the dialog works well. It is to the point, short enough to respond to, and is "ICIC."


Ubisoft Montreal's Assassin's Creed

In Bioshock, likewise, the dialog you hear from the splicers, little sisters, and other characters is mostly short, and more importantly, written to be overheard in short snippets. It melds beautifully into the tapestry of the game's remarkable soundscape.

Interestingly, both of these games also feature excellent use of longer dialog, such as in the conversations with Al Mualim, the bureau chiefs, and your assassination targets in Assassin's Creed, and the voice tapes in Bioshock.

Note that in neither case are you required to listen to this dialog during intense gameplay. In fact, both games are generally designed to let you listen to them as a breather between bouts of action.

 
Article Start Previous Page 3 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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