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Writing branching dialogue and narrative

For my own reference and for anyone who finds it helpful, I'm providing a short list of links I'm finding helpful in planning and writing my game.

What's prompted this is that I'm currently working on one of the most complex early events in "Everyone", the first time Connie (potentially) encounters Lance, Mimette and Elaine. While the conversation should be fairly short to play through, it's a pain in the neck to write because of what it needs to take account of: Does Connie already know Lance is playing the Game? If so, how did she find out? Does she know his Caste and Career assignment? Has she encountered Verity? If so, what choices did she make in their encounter? Has she investigated the photo?

And then there's the choices she can make in this event...

Some of these choices affect the plot, then or later in the game. Some merely affect flavour. But it's important to me that the player choices, even if it's just the decision of what order to do things, are reflected in conversations.

And it's also important to me that if the player wants to skip all this talking and exploring and looking at things, they can do that, too. So this encounter might not even happen in a play through. :|

A note on resources: Twine, while intended as an interactive fiction engine in itself, is an absolutely invaluable and free) way to plot and imagine branching dialogues and plots without getting confused. I wish wish wish I'd started using it earlier. Preferably from the start, but definitely before I embarked on this event.

Now, the list:

By the numbers: how to write a long interactive novel that doesn't suck--aggressive merging and delayed branching.

Writing branching game conversations the easy way – approach from my indie game--planning and narrative beats.

New challenges in writing meaningful game dialogue--further considerations to above

Developing meaningful character arcs in branching narratives--recontextualization.

The storytelling secrets of Virtue's Last Reward--letting the needs of the story and interpersonal conflict create characters rather than vice versa

Teletheory: grammatology in the age of video--post structuralism :| Not immediately helpful, but does affect how I think of non-linear writing.

Also, Rules for writing interesting choices in multiple choice games--what it says on the box

In the final article, I REALLY disagree with with the "fake choices" bit.

Example: "Choice of Romance" has way too many fake choices. There's nothing like agonising over a choice only to look at the code and realise that, no matter what you chose, NOTHING changes. For instance, you get the exact same text and no stat or event changes depending on whether you go to the tournament dressed sexily to please the monarch, practically to compete, or attractively but modestly, despite the fact that there are stats for reputation and relationship for the monarch already in the game.

That kind of fake interactivity leaves me feeling cheated and irritated. Even if the only change is flavour text, there should be some result from asking the player to make a choice, even if it's only a change in flavour text.

Posts

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Wow! Thank you! This will be of some use for the game I'm planning! :D

And about that of fake choices... I agree with both the article and you.
My approach is: I don't care if a choice doesn't change anything story-wise, but I DO care when no matter the choice you make, you end up suspiciously in the same point, dialog, etc. (I rememeber playing a game where this was pretty bad managed), And it's worse when you can REPEAT that choice...

The point of this is that the choice has to make sense, and it has to flow with the storyline. Even if it doesn't suppose an important choice.
I'm so glad if it helps! Can I ask what you're planning?

The specific example I was talking about, Choice of Romance, goes to great lengths to convince you that your choices have meaning, and I spent quite some time on them. The example I gave, I wanted to balance chasing the Queen against ruining my reputation. Even if all it had changed was a single line (the Queen remarking I'm hot, an ultimately meaningless change to my reputation stat (which AFAIK only influences one line in a single scene) mentioning my bosom getting in the way in the tourney... anything.), I would have felt there was some feedback to my choice, however minor. As it was, any choice merely resulted in the same line "An interesting, if risky, decision", paraphrasing.

ChoiceScript is interesting in that false choices are labelled as such in the code, so you can actually go look at how many meaningless decisions you've made. And how many have notes saying "Maybe this should affect something?" too. :|

I absolutely agree with the blogger that it's important to allow frequent interaction, though. It's a balance I am struggling with.

I agree with you absolutely that it has to make sense and flow within teh storyline. I'm working on balancing this with aggressive merging, which is also excellent advice, so you don't end up with a half hour game with more writing that the Lord of the Rings

I think a game that brilliantly combines aggressive merging with meaningful choices is Hanako Games' Ren'Py raising sim Long Live the Queen.
Aah, it's just the videogame idea I'm currently developing. I still haven't put many info on Internet, so I prefer not to say anything yet. ;)
However, I can say that it will contain both important choices and meaningless choices, but not too many ^^; (since the storyline is very linear)

Wow that sounds VERY bad! I must be careful with my works...

In my case, the frequent interaction depends. There are great RPGs that don't allow you to make any choice, and I'm fine with that. :) (My favourite game is an example)

Well, I wish you luck! :D
Ooh, nice articles. I love writing dialogue and always want to improve, so I'm glad you shared these.
It's great to know you're taking this so seriously, especially since you're making a more visual novel game instead of a traditional rpg. Also, I agree with the fake choices thing. But thou must, much?
How would you like to join TEAM ROCKET?

Corpse Party influenced my decision to use RPG Maker, not so much by scenes but by showing how a visual novel--or narrative adventure?--could work using RPGMaker rather than Ren'Py, which would take more original art than I could manage! I like being able to walk around and choose things.

I do have a project that would be more RPG-like held in reserve for the future, and the awesome guy who makes the High Fantasy set even made me a female orc freebie, but I have to admit I'm really intimidated by rpg mechanics.
Wow, this is a great collection of articles. I have a lot of reading to do. We are making an online tool for building branching dialogues (www.branchtrack.com), and educating our users on how to build meaningful, engaging storylines is a big part of my job.
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