Game writers, how do you approach interactive dialogue choices? Do you have a set 'template' of response types you try to hit (e.g. agree, disagree, funny)? Read about @joningold's 'accept, reject, deflect', but struggling to apply it in a way that fits both character and scene.
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Another alternative to accept/reject/deflect is to frame it in the context of a theme, or a player trait you wanna measure. So for Love Island, we thought about values that people on the show have: how glamorous, extra or loyal you are, for example.
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In that scenario, we might orient the choice options around those metrics. What would a highly loyal person do or say that would merit sliding that metric? You can apply that to lots of things, but it helps to have traits like that in mind going into a project.
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MCV 30 Under 30 2021