Dialogue in RPGs

RPG Codex's Vault Dweller has interviewed Brian Mitsoda (working on Obsidian's Project Georgia), J. E. Sawyer (Icewind Dale and Neverwinter Nights 2), Scott Bennie (Fallout, Star Trek: Twenty-Fifth Anniversary) and David Gaider (Baldur's Gate 2, Knights of the Old Republic) on dialogue in role-playing games.

It's a fascinating and detailed interview. Rarely do we get the chance to pick developers' brains on such a specific and important topic. Make yourself a cup of coffee and give it a read.

Here's a tiny snippet, in which David Gaider talks about what gamers want from NPCs:
I think in order for a character to be memorable you have to strike a balance between entertainment value and usability. The last thing that a player wants, I think (and I’ve learned this over time) is characters that whine, complain or are critical of the player in any way and characters that exist solely to talk about themselves. I think we’re past that point, now.
Source: RPG Codex

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digg this: | posted by Natasha, 4:56 PM |

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Natasha is a political science student, a gamer, a writer, an armchair philosopher, and a geek. Her first cRPG was Castle of the Winds.

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