Hello to anyone coming from the link from Newsweek’s thoughtful game journalist N’Gai Croal. Here’s my games entries and here’s the feed sign-up if you’re inclined to stick around.
I’ll post some more game stuff in the near future. One idea that’s been ruminating in my head for a while is how to improve the mechanical implementation of dialog. Adventure games just encourage exhausting all options, although some games like Pheonix Wright make you choose wisely what possibilities to raise. RPGs such as the Fallout series, most Bioware games, and Black Isle classics like Planescape Tourment provided rich dialogues trees but also make copious demands on writers. The Monkey Island series famously incorporated insult sword-fighting, but that particular rhyming mechanic probably won’t be applicable in most cases. I think the path to more game-like dialog might take cues from symbolic logic and from the L5R tabletop RPG series. Come back later to see how.
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