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.
-
-
W odpowiedzi do @GameDevIdeas @joningold
Accept, reject, deflect is a handy staple for lots of choices, but it depends on what kind of pressure you’re trying to put on the player. Are you asking them to choose a strategy, or for their opinion, or both? How do you want them to feel and what are you asking of them?
2 odpowiedzi 1 podany dalej 7 polubionych -
W odpowiedzi do @sarahlongthorne @joningold
I'm realising that, if I can't nail down three convincing responses that are meaningfully different, maybe I have the interaction point in the wrong place.
1 odpowiedź 0 podanych dalej 2 polubione -
W odpowiedzi do @GameDevIdeas @joningold
That could be the case. Use it as an opportunity for the player to role play and choose what kind of character they wanna inhabit. Is this a situation where someone could respond in a number of different ways depending on personality?
1 odpowiedź 0 podanych dalej 2 polubione -
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.
1 odpowiedź 0 podanych dalej 3 polubione
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.
Wydaje się, że ładowanie zajmuje dużo czasu.
Twitter jest przeciążony lub wystąpił chwilowy problem. Spróbuj ponownie lub sprawdź status Twittera, aby uzyskać więcej informacji.
MCV 30 Under 30 2021