Posts Tagged ‘dialog’

Imagined conversation and character-building

Looking back on my last developer rant, I’ve decided that I was a little bit too scattershot in my approach. I wanted to cover a multiplicity of areas where detail tends to get overlooked in RPGs, but in doing so I skimped on solutions. In particular, I want to revisit…

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Say what you want: when trees just aren’t enough

Writing nonlinear RPG dialog is a challenge. It is no simple matter to provide conversation options that simultaneously feel satisfying, are diverse enough to let the player role play, and which still fit well within the dialog tree itself.