HOW TO MAKE A STORY INTERESTING AND THE DIOLOGUE NOT DULL

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I have a great idea for the plot but I cant seem to make the cutscenes interesting enought should I make every cutscene long with lots of extra effects also how many sprites can rpg 2k3 have on screen at one time?
1. Thats a horrible idea.
2. You should make your cutscenes interesting by... Making them interesting...

I have no clue how to educate you on this, It's just something you get. To me at least.
You will never succeed. After all...

You are not a creative writing major.
post=99140
Thats what spellcheckers are for
Only spellcheckers managed to leave out that you're supposed to put a PERIOD at the end of each sentence.

Come on man.
What I mean is I wont bother with gramer on a forum but will with diologue.
I just wanna know how to make the plot get across clearly and also be interesting.
post=99147
What I mean is I wont bother with gramer on a forum but will with diologue.


Because it makes you look less like a tool...

and maybe...just maybe...people will take you..seriously?
I remember doing a thread about this in GW, but lol archived. I'm not sure if it's still in RMN, I have slow net to even bother to look for it but...

Verisimilitude - it means it should sound real, like real people are saying the lines and not like someone is writing them. But in special instances you can get away with being a little more poetic. If it's a special scene it can make the dialogue better even if it's only 90% believable instead of 100%

And you should always try to minimize exposition as much as possible, like if you have to explain a lot of stuff to the audience through two characters talking, try to disguise the conversation as something else as much as you can, like it is a regular conversation, but the information the audience needs to know is in there somewhere.

A great example will be FF8, it has a good example of people speaking naturally in a game in a modern context.


From what I've gotten.

And this:
http://pub.gamingw.net/42101/StrangersTips.doc
Cutscenes should be straight to the point, fast, well organized, and just well done. I'm thinking of making a well rounded tutorial for this because 99% of RM games have me mashing the confirm key in my sleep.
Thank you, Ness and Darken, for contributing helpful information =)

They both have good points. Stories in games are related (generally) through the main character's experiences. They should only be saying or doing what is right for them to be saying or doing. The players should only be seeing the characters say or do something that moves the story along. Make the characters act like normal people, and let them experience how the story unfolds alongside the player.
It helps when a cutscene has things like suspense, dramatic irony, conflict, things that make you almost cry for one reason or another, etc.
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