Overfall GameWritingStyleGuide PDF
Overfall GameWritingStyleGuide PDF
I've done many style guides over the years, going all the way back to Black Isle Studios, and while
discussing it with Pera and going into detail, it occurred to me that simply laying out one might be helpful
for both
Overfalland for any budding game writers out there. While the rules don't always hold for each
and every game (isometric RPGs vs. System Shock'd), there's still some common questions and answers
to consider when it comes to setting ambiance, reinforcing the game pillars, and simply knowing how to
format your text properly and write for the game design.
Some of the material contained within is unsexy. In my experience, whats contained herein is not why
people get into game writing - but it's necessary for consistency, helping your editor out (if you're lucky to
have one, I rarely am able to get that approved), and also has process suggestions about how to
improve your writing overall.
- Chris Avellone
KNOW YOUR NARRATIVE PILLARS
...or raise them yourself.
This may sound obvious, but you need to know the game you're writing for. And the franchise. And the
mechanics. And what the "fun" of the game is intended to be.
Overfall's already done this - all you need to do is read it. From the
Game Overview,to the
Gameplay
- you
need to understand the genre and the game itself. Often, long-winded prose has no place in a rogue-like
experience (or arguably, any other game).
One of the hallmarks of a narrative designer is knowing the tone of the world and the game mechanics of the
world (if you don't know the range of skills any given player character can have, you won't do the best job you
can writing for those skills). Know all aspects of the franchise, know where the best wikis are, the most reliable
fact-checkers, and try to aspire to be one yourself - even if it means watching a Christmas Special or two. And
reading all the kids books in the franchise. And all the video games set in that universe well, you get the idea.
It also prepares you for whats been done before, what works, and what doesnt.
Furthermore, you should take every chance you can get to devour all available game documentation from
systems docs, to level design docs, to marketing plans and if possible, play through the systems and levels
repeatedly to get a feel for the pacing and how your narrative can help
propel things along - or not.
- Chef Chris
If there is no set tone or ambiance to the world, it is your job as a writer, lore maker, whatever your character
class may be to create the tone for the world and run it by your fellow developers. Are you looking for
something light-hearted and comical-but-not-4th-wall breaking? Or perhaps a nudge and a wink in certain
dialogues is fine - or maybe you want something more straight-laced, with no hint of comedy that isnt dry, and
no shadow of a comic book feel anywhere. Codify the tone, and present them to the vision holders of the game
to yay or nay - or become one of the vision holders yourself. Sometimes the art style of the game may help
dictate a tone (as it does in Overfall, which suggests a certain light-heartedness), and sometimes the reverse can
be true.
Narrative is there to support the game - while it canbe a principal pillar of a game (Telltales titles, for example),
it's not always the deciding factor - narrative is there to support the game mechanics, the system design, and the
level design - and lend reasons for why these game mechanics exist.
While I may be shooting myself in the foot here, often the writer is often the least important part of a project, but
what they can do is powerful - they can often do the most to give context and strength to the existing
mechanics with a few simple words. Look for opportunities like this.
- Chef Chris
BEST PRACTICES
When writing for games and/or if Creative Lead/Writing Lead on a game, its often advantageous to set up your
own toolkit for you and your writers. This includes:
Fortunately, Pera Games has handled a good chunk of this for you.
When doing narrative design elements, it helps to define the terms of the UI. For example, the
Writing an
Encounter
section of the story guide lays out the definitions of
narration
,
dialogue,
thought bubbles , and
scenes
by which an encounter is composed of.
OVERFALLS PILLARS
Overfall is a rogue-like experience, perhaps 3-5 hours per playthrough, and its expected in the game design
that the player is likely to have to play the game a few times before a win condition occurs. The writing is
intended to be light-hearted and fun, matching the games art style, and as a bonus, the light-hearted nature of it
can often serve as a means to keep the writing momentum going - youre not only having fun writing, but youre
allowed to channel humor into the process as well: Use it if you can, and run with it.
Overfall has a great variety of fantasy elements - fearsome foes, atmospheric environments, and quirky NPCs.
Its an island-to-island experience where you dont just sail around trying to save the world; you can just as easily
encounter a charming stand-alone story or a self-contained quest progression.
Overfall is about exploration, rewarding the player for seeking out the bizarre, the strange, and the new -
whether it be people, places, situations, or ideas.
But it doesnt stop there - you need to pay attention to the game mechanics and the overall systematic
progression goals in the title as well - as a prime example, you need to know the Reputation system for each of
the races and how that can influence an encounter - its one of the keys to writing events and arcs for the game,
and even better, its a collection of simple, effective gates (when Rep = Friendly with a race, then their homeland
becomes accessible).
Players should feel that their character build is useful, matters, and if you check skills in dialogue and events, try
and balance it across all the skills - use an Excel sheet if you have to (and you may need to do this for Races and
Classes as well).
If a character has Intimidation, or Diplomacy, they want to flex those abilities. Let them. And let them see the
results of having that character build and showcase why those traits are viable. The trick lies in:
- Making sure these options are balanced in dialogue interactions. (For Fallout: Van Buren, these were
listed in Excel sheets to see how often checks were called.) No one Trait should clearly outshine another.
- Be careful of the instant-win option, especially in RPGs. If a player is trained that selecting a certain Trait
choice or high skill choice will guarantee a win, it often removes much of the role-playing and
thoughtfulness that comes with being presented with a situation. Traits are best used to give more
information about an encounter, not solve the encounter for the player.
- Be aware of the games genre and whether the success should be random or not. In RPGs players are
likely to only play once, sometimes the lack of a random chance of failure in a dialogue skill check is a
good thing, but in a rogue-like experience (arguably, a gambling experience in some respects), much of
the experience involves chance, and a little randomness thrown in (critical failures or critical successes)
can keep a player on their toes.
Also, while this doesnt apply specifically to Overfall, for tutorial and opening areas, it's something to keep in
mind for largely single-player RPGs: often, its a good idea if every single skill and perk (or trait) that a player
could have chosen has a positive impact early on that showcases how useful it is in dialogue (where
appropriate) and how the skill translates into the dialogue systems rewards.
...BUT RECOGNIZE THE POWER IN LACK OF OPTIONS.
Sometimes feeling the lack
of something is a powerful motivator to fill that absence. As early on as
System
Shock 2
, I was both grumbling yet motivated by n ot
having the skill level to do something I wanted... but that
block made me feel the lack of that skill, which is part of the essence of RPGs. Also, you want to clearly know
why you can't do something, and in the example above, you're reinforcing the fact that the experience is a deep
RPG by showing what the options could have been.
The only problem comes when there's no balance, and if some character classes don't seem to have many
options that appear. In that case, then the player may feel cheated and dialogue may become stagnant and
appear too simplistic regardless of whats going on under the hood of the dialogue interface.
This can still be okay, if, say, the reason dialogue responses don't pop up is b/c this character is awesome in
combat, so they make up for it when a fight breaks out, but its simply that the other Traits arent useful in
dialogue. In previous titles, weve still tried to make these physical prowess abilities useful, however, whether
using Dexterity to snap someones neck, or Strength to help intimidate or arm-wrestle someone, and so on.
How much text can fit in the window - and budget for it. Players shouldn't be flooded with text, and whenever
possible, text should always be written so a player can see it all in one chunk without the need to scroll down or
do anything other than glance at the screen (multiple "continue" clicks - preferably no more than three, and that's
pushing it - are usually fine).
For Overfall, for example, tracks by characters (letters, not, like, fantasy characters).
You want to be aware how long a sentence can be because whenever possible, you don't have players have to
"click to continue" or scroll down if they can help it while playing your game - make it easy on them.
(Its especially irritating to have players do this when the Continue or Scroll Bars are nowhere near the response
selections for a character, so you find yourself dragging your mouse (or finger) all over the screen simply to
read.)
Still, this functionality (Continue/Scroll Bars) is important to have regardless, especially for localization.
Localization, you say? Yes, localization.
Localization
(the process of translating game text into other languages) is something you need to be conscious
of - German, in particular, increases the amount of characters in translation, requiring you to budget up to an
additional 35% of space to accommodate the additional length of lines (125% to 150% in some cases).
But the goal is be concise and do your best to make it fit. Ive often found Twitter to be a great training tool for
writers b/c it forces that brevity in an uncompromising manner (and some editors, like Bethesdas GECK, also
limit the amount of displayed text you can enter per node).
Spell-Checking: I often find that if a toolset/importation process doesnt have a spell-checker provided, nor is
there an export function for all the existing text, it can be better to write in Word or Google Docs, and let the
checking functionality there correct any text, grammar, or formatting bugs before they get into the game engine
itself - and also, in some cases, having it stored there is easier for another writer to review (if they have time).
This usually requires that you also make a Custom Dictionary as you go (I usually do an Ignore All for certain
names and words, since Im always afraid that if I add special case words in the Word dictionary permanently, I
may miss errors in future docs that accidentally have those words when they shouldnt).
In addition, Word makes it easy to check for errors in many of the basic technical categories below (searching for
double spaces, or improperly formatted hyphens, ellipses, dashes, and so on). And its best not to do it only
before you enter the text but
Polish/Finalization Pass Checks: ...also when youre wrapping up the last text of the game. If you can export it
great - even if it goes to an XML/Excel file, you can usually copy and paste whole tables into Word, and then go
through it for errors using Words functionality to catch items that may have crept in there during the process.
{Tag_Goodbye}She gives you a wave and a smile as you embark your ship.
{Tag_Chase2}She runs away, screaming for help.
Overfalls bracket systems above dont display the text in brackets, which is useful, but its also something to
watch out for because improper spacing around bracketed text can cause extra spaces to appear on screen
when you dont mean them to. For example, if the first example above had been written as:
...then when the text was displayed on screen, those spaces after [Intimidate] would be present, floating in front
of the line. Same with tags:
Incorrect:
{Tag_Chase2} She runs away, screaming for help.
Correct:
{Tag_Chase2}She runs away, screaming for help.
So even though it may look odd to write, keep bracketed text flush with the actual text so the formatting remains
solid.
TECHNICAL WRITING
...dotting your eyes and crossing your teas.
When doing a game, its important to standardize elements of the process, especially from a technical writing
standpoint. Do you single space or double space? What color fonts should be used for upgrade text vs. debuffs?
As you go through each element of the text, you may discover a staggering number of rules to standardize but
its worth it.
Again, this is not sexy when folks think about game writing, but its the elements commonly included in style
guides. These style guide elements can also be used by quality assurance as part of their testing plans - and if
youre lucky to be able to get an editor, it can also be used by the editor to review/check the text.
- Chef Chris
ENGLISH: AMERICAN vs. BRITISH
When I say American vs. British, Im not talking about the Revolutionary War here - more and more, game
designers are writing for a global audience - "English" varies depending on whether it's American or British (
color
instead of colour, for example). Sometimes you need to check and make sure your toolset or your dictionary is
properly set to check for one of the other as the differences can creep up on you (apologise vs. apologize,
traveller vs. traveler - in some instances both will be correct, but keep them consistent within your story).
So either American or British: choose your poison. (As long as its American.)
THE BASICS
Passive Voice:
Avoid this in technical documents.
orrect:
C We avoided contact with the Vorn.
Incorrect:
Contact with the Vorn was avoided.
Correct:
The bodies are lined up nine deep.
Incorrect:
The bodies are lined up 9 deep.
Correct:
The bodies are lined up 11 deep.
Incorrect:
The bodies are lined up eleven deep.
Number Comparisons:1 ...unless you are doing a comparison within the sentence of two similar values and one
is higher than nine. This does not apply to a value not being compared.
Correct:
The bodies are lined up 9 deep and 11 across.
Incorrect:
The bodies are lined up nine deep and 11 across.
Correct:
Our five scouts reported that the bodies are lined up 9 deep and 11 across.
Incorrect:
Our 5 scouts reported that the bodies are lined up 9 deep and 11 across.
Correct:
First come, first serve.
1st
Incorrect:
come, 1st
serve.
1
Properspellingoutofnumbershasalwaysbeensomewhatconfusingtome,somanythankstoMignonFogartysblog(GrammarGirl),whichyoucan
find
GrammarGirl:HowtoWriteNumbers (Mar28,2008).Thanks,Mignon!
We found him down by the 19th
Correct: marker.
Incorrect:
We found him down by nineteenth marker.
Numbers Next To Each Other: In this instance, you do break the rules when the numbers are flush against each
other, but the choice is up to the writer depending on which word is easier for the reader.
When dashes indicate an interruption, we put it flush against the text being interrupted, like so:
What th-?
And if worried about voice acting, then you need to indicate what is being said in the audio direction (its helpful
for the actors to know - this doesnt apply to Overfall, but mentioning it anyway):
When dashes are used to indicate a pause, then the convention is space-singledash-space:
Incorrect:
What- you mean, he was lying all along?
Incorrect:
What-you mean he was lying all along?
Incorrect:
What--you mean he was lying all along? (We don't double dash.)
Correct:
What - you mean, he was lying all along?
Ellipses:
We use ellipses to indicate characters' tone drifting off, usually in awe or uncertainty. We use three dots
next to each other (don't space them out), and if the text resumes, we use a space at the end.
If the ellipses end the sentence (preferably only at the end of a paragraph), we use four dots.
Incorrect:
What do you mean...oh, I see now.
Incorrect:
What do you mean. . . oh, I see now.
orrect:
C What do you mean... oh, I see now.
Correct:
So you're saying we have to kill him.... (At end of paragraph.)
Whenever possible, ellipses should be a precursor to finishing a sentence, so write it as such. Dont capitalize
the next word after the ellipses.
ncorrect:
I What do you mean... Oh, I see now.
Correct:
What do you mean... oh, I see now.
All Caps: Normally, I dont advocate the use of ALL CAPS (although it is easier to see in text displays) unless
italics are not available, in which case ALL CAPS can help to indicate proper stress on a word to the reader. (See
italics
, below). In Overfall, ALL CAPS is used for EXACTLY that.
Single-Space vs. Double-Space: While both of these are correct, I prefer single-spacing for economy reasons (it
saves dialogue screen real estate). Because Overfall is wise, Overfall uses single spacing for economy of text on
screen.
Multiple End Punctuation: Try not to use more than one exclamation mark or question mark to convey a
sentence. While this is more permissible in a light-hearted game like Overfall, one punctuation mark is enough to
convey the point.
ncorrect:
I hell
What the , man!!!
Correct:
hell
What the , man!
Oxford Comma: Overfall uses the Oxford comma to separate a list of items like such, so, and this. (Incorrect =
...like such, so and this.)
ncorrect:
I What is that, that and that?
Correct:
What is that, that, and that?
Hyphens: Hyphens are used largely as per usual - the only twists are that we standardize some words, like
single-player (see the dictionary, below).
Italics?
Do you have them? If your game can't do italics, how do you represent them? Example:
Choose what works best and stick to it. In Overfall, the convention is to use ALL CAPS to convey inflections on
words (and arguably, its the easiest way for the player to see the emphasis in text).
Combination of Punctuation: Figuring out the best place to put quotes and loud questions (? + !) can be tricky,
so choose it up front. Generally, I favor the following:
What the hell are you going on about?
"What the hell are you going on about?!"
"What the hell are you going on aboot, Canadian?!"
Single and Double Quotation Marks: These are typically used only within a sentence, but when used in
Overfall, the quotes go on the inside of the sentence:
...but end punctuation can go inside the quotes if it's part of the actual quote. For example:
Normally, when doing prose or technical writing, never use these... for NPC dialogue, however, it's more relaxed,
since people use those words in speech.
Adverbs:
...adverbs are the devil. Examine each one you use in technical writing, and be aware of overuse in
spoken dialogue (although it's more permissible there to match the cadence of speech).
Never mind:
This is a simple comment (thanks, Kevin Saunders) to remind folks this is two words, not one.
Decide how to do written SFX:There's many ways to do this (weeping, sniffling, coughing), the important thing is
that you decide how you want to display it on screen:
- Snfff -
- Cough -
*Snff*
*Cough*
Classes: Similar to races and monsters, some games capitalize classes, some dont. In Overfall, classes are
capitalized as well (Bards, Priests, Paladins).
Dust - this is a drug, and its capitalized in Overfall (along with the other resources).
Correct:
The Orcish blade gleamed in the night.
Incorrect:
The Orc blade gleamed in the night.
Correct:Everguard
Incorrect:
Everguards
SYSTEM WRITING
When writing for terminology involving game systems - including text on inventory Items, interface screens, and
even tutorial text, you want to use conventions as well - generally, I err on the side of capitalizing all
Attribute/Trait/Reputation and other core system terms when possible - and to set them apart from the normal
definition of the word. Random examples, not tied to Overfall.
Itll hurt his reputation if word of his Reputation system design gets out.
This adds a bonus to your Strength score when you use your Strength successfully in a previous
Challenge Check that involved no other Trait.
Some questions you will want to ask yourself when writing for systems is the proper formatting of spells, for
Fireball,
example. Is it Fireball, fireball, and so on - and keep it consistent. And when listing out the abilities for
inventory items and spells, keep the presentation of the powers and the grammar and punctuation (down to the
colon usage and spacing) consistent as well.
Well use Bertina as an example (forgive me, Bertina).
The title is
bolded, the initial effects are sentences, damage/negative effects are highlighted in red
, and the
Cooldown, Target, Range, Radius are capitalized, and are all followed by <space>equalsign<space>Quantitative
Definition. This pattern is repeated into the Skills (in this case below, the exception is that positive buffs are done
in
yellow . Colors are an effective way to communicate the gist of Skills and Traits quickly, and they should also
be clearly defined (usually in your system guide), in conjunction with the interface artist aesthetic.
While this may be painful for your creative instincts, dont feel the need
to reinvent the wheel with brand new ability designators and formats
solely for being different than others in your game space - if youre in the
same genre as a vastly more popular title and desire the same audience
to try your game, its easier for them to absorb your interface if youre
using roughly the same system and color language as the more
ray
popular title (g is trash items,
green
is minor magic items, etc.).
- Chef Chris
This can be a sticking point for narrative designers and system designers, but the naming of spells and systems
should complement each other - and when possible, help drive the lore of the world. A medieval fantasy system
for reputation shouldnt be called Population Metric Tracking or tracking the quest states for an epic storyline
shouldnt be called the Footnote System - the two should complement each other.
For spells to suggest world flavor, we used this extensively in Planescape: Torment (the Unbroken Circle of
Zerthimon), and Overfall uses it effectively as well, especially with the spell and Trait descriptions:
Heart of
Olath
, for example, which ties to the world and gives a hint of what Olaths history was:
So use spells, abilities, and items to help tell your story! Its easy to suggest an epic arc with a title and a few
simple words.
The only thing to keep in mind is that the narrative flavor of a response shouldnt hinder a players ability to
quickly grasp what an ability does at a glance. Evards Black Tentacles is a good example of how to do this
black
(while I cant recite the ability from memory, its pretty clear that its likely [1] an attack spell based on and
tentacles [dont laugh], and [2] it might be an area effect spell based on the plural). Bellamas 3rd Concerta,
however, might need additional reinforcement (... of Silence, of Flame , and
so on).
But that said, favor data over flavor. When we were writing Planescape:
Torment back at Black Isle, we reorganized the inventory item data in the
exact opposite manner than the Infinity Engine normally did. Where
Baldurs Gate put the inventory item data last (so you often had to scroll
down to see it), in
Torment, we purposely put the inventory item data at
the top of an entry - we recognized that people were more likely to be
checking stats (and repeatedly) more than reading the item descriptions.
- Chef Chris
ENCOUNTER DESIGN
While encounter design was covered in the Story Overview, a note here on Scope:
SCOPE
Scope for an encounter is something you may want to track, especially if youre on a deadline (if youre doing
this for fun, knock yourself out). Time yourself how long it takes to relatively simple encounters (a few
exchanges) vs. more complicated ones (100+ options). For a rogue-like experience, its often better to devote
your energies to creating a breadth of small generic encounters with a wide range of systematic resolutions.
When writing encounters, a general breakdown can be used:
Scope:
NPCs can be broken down into Barkers (barks only, 1-liners for townsfolk), Minor Dlg (1-15 Nodes),
Moderate (15-25 Nodes), Major (25+ Nodes), Companion NPCs (500+). Setting up scope charts for NPCs can be
valuable for designers - same when applied to quest complexity, area complexity and so on.
That said, while it can be helpful to break down different categories of NPCs into "node counts, I I usually don't
like to do this, as a character can surprise you - some major characters may favor brevity, or a merchant may
have some insight on the gold trade that grows if a dwarf is involved in the conversation. Follow the muse! (Well,
as long as shes not got a knife in her hand.)
DIALOGUE INTERFACE AESTHETICS...
...Teaching the Player to Talk to Your Game.
If the NPC is a merchant, make sure they have access to the store from the very first node. Other examples:
Priest = Easy access to healing. Quest Giver = Hey, let the player have the chance to solve it early and cash it in
right at the outset (bad example, but, oh, you already have 10 wolf hides? Awesome!)2
Treat merchants, trainers, healers and more like UX, where you want access to their services quickly without the
dialogue getting in the way.
Not everyone has to be a special snowflake. In fact, this can cause a problem where even minor NPCs have to
be dialogue-mined for potential obsessive compulsive RPGers - sometimes a merchant should just be a
merchant (and his stock can often tell a better story than he can).
How to identify special snowflakes, though? Thats a challenge. Some games use the exclamation mark or other
icons. In RPGs you can do that, but you can also do it through the character names themselves.
My personal method is to break "common" NPCs and "special" NPCs into a name formatting set-up. For
example:
2
Andpossiblyusethisopportunitytogivetheplayeranewquestordramaticjolt:...IcertainlyhopetheWolfgodsdonttakeumbrageatthekillingoftheir
spiritanimalsandsendassassinsfromtheCouncilofFangsthatswhyIdidntwanttocollectthepeltsmyself.
Important NPCs get a full name and title. (Captain Reynolds)
You want the player to know whos important and whos not - it's rough when a game gives a unique name to a
hundred people, because you're not sure who the "important" folks are, and often, the commonplace characters
have to share a generic dialogue.
...but any other NPC may only get their first name, only their last name, or an abbreviation (M. Reynolds,
or Reynolds). This simplification should be consistent.
Rules like this can subconsciously train a player to spot who the movers and shakers are.
- Chef Chris
HOW TO ORDER RESPONSES
Marcus is my father. He left for the mountains, where he hunts bears. Bears are cool. Brown Bears. Black
Bears. Gummi Bears. There are a lot of bears in the mountains. Before he kills any more bears that I like,
can you go stop him?
Accept
Reject
Quick better (but still bad) example: (Context and question first, then filler added to show why the NPC cares.)
I need you to stop my father before he slaughters any more bears. He hunts them in the mountains. I feel
the bear community should be preserved, and he has way too many of their hides and blood on his
hands already.
Accept
Reject
In this instance, you also want to keep the responses short and quick as well, since the player will be reading
them last.
BE CONSISTENT
Player responses need a consistent presentation. It can be simple:
Positive Response
Neutral Response
Exposition Questions
Hostile/Attack
Goodbye
Note that metrics seem to suggest most players favor the Goody Two-Shoes response in the first playthrough a
title, but if youre giving the player the option to play a certain way, then you must use the range in dialogue as
well. Some things to watch out for:
- Lazy Evil:
Lazy evil responses are ones that demand more money or threaten to kill the NPC. While
these are easy to do, after a while, they arent interesting (especially if money and currency arent
balanced in a game). Worse, they often dont allow more exploration along the story arc or quest arc the
NPC is providing. Play with evil mechanics - have the player blackmail an NPC, get a % in their store,
force the NPC to provide their son/daughter as a squire or craftsman, or simply say, you owe me a favor
and allow the player to cash out at a later date.
Please! Please help me, my son was taken by wolves while we were on the road!
Accept
Refuse
But you can add more to this, and use the player text to increase the context of the situation both for the NPC
and the player:
Please! Please help me, my son was taken by wolves while we were on the road!
1st response broadens the world, 2nd response adds exposition that leads to suspicion, 3rd, 4th, and 5th
response adds suspicion to the situation, 6th response highlights the mans age, and the 7th highlights his
poverty. All of these responses, even better, compel the player to read through the entire list to see what else
can be discerned from the situation. It works much better than:
Please - my son was taken while we traveling the Great North Road, and while I escaped
unharmed, the militia have refused to help. I am a poor man, but I need your help!
Accept
Refuse
INSTA-WIN RESPONSES
more context to an encounter, not
Overfall takes the best route with Trait and Skill usage, and uses them to give
simply making them the best solution.
As mentioned previously, when a player is trained that choosing a Skill or Trait option allows them to win the
conversation, you often rob an encounter of depth and a chance for role-playing.
INSTA-MORALITY RESPONSES
The same thing can occur with insta-morality responses ( [Evil] I hate you because I am evil. [+1 Evil Advance to
System Unlock] ,[Good] I am well-disposed to you because I am good. [+1 Good Advance to System Unlock] ).
When morality is channeled into the systematic development of a character, it can
be a basis for a system, but
when its the only way a player can gain power (say, by being completely evil or by being completely good), a lot
of the nuance of an encounter can be lost by allowing no middle ground. A system should reward you for
interacting with it in all respects, not just in a polarizing direction.
Also, clearly broadcasted morality choices in such a system can also ruin role-playing. Evil characters that want
to advance as evil - they simply look for the right tag and click on it to win their advancement points,
sometimes without even caring what they are deciding to do. In these instances, consider ways of including
multiple evil options to allow for some means of role-playing thought and decision-making.
When possible a narrative designer should make a dialogue trigger checklist for each class and race for
consistency. Some examples of what to look for:
Class Defines Attitude: Priests and Paladins should respond when religion is referenced, a religion-based quest
is given, or if they are offered a reward (which they may refuse or ask it be donated).
Race Defines Context: This next bit is what I call the dark elf rule. If your fantasy world has dark elves, and
they are rare and hated and are almost never seen aboveground, but the PC chooses to play a dark elf, then
NPCs should react to that - and the PC should also have new dialogue options if they
ever encounter a dark elf
NPC in the wild as well because it should be unusual for them as well. The rule is designed to maintain world
consistency.
The quick and fast rule is I often have same-race dialogues should have some additional flavor and responses -
a gnome may have more to say to a gnome, an elf to an elf - and also an elf to an orc, and so on and so forth.
Hot Topics:
Some conversation topics may be of special interest to a particular race or class. In Overfall, lets
take elves as an example:
Based on the list above, topics and quests related to charms/illusion magic, and beauty and deformity are things
elves should react to and may spawn encounters and encounter resolution involving these topics. For example:
An elf PC may recognize when an illusion is being used and call it out
An elf NPC who has been disfigured/tortured asks the PC for revenge or a charm to cloak the
disfigurement.
An elf NPC may react negatively/denounce an ugly or brutish PC
...and be polite and favor an attractive one.
Keep these hot topics on your mental dialogue checklist (or actual checklist) while youre writing, and think
back on them when youre stuck or when youre doing your editing pass.
Nemesis Races: The hot topic rule applies to racial hatreds, too. In Overfall, this racial hatred is clearly laid with
designated enemies - the Elves vs. the Hollows, Orcs vs. the Forsaken, and Dwarves vs. Goblins. Encounters
with diametrically opposed races should convey the hostility (We dont want help from the likes of you. We
would never expect mercy from Goblins - attack!) and it will be a missed opportunity if they dont.
System Abilities that Affect Narrative: A number of system-based responses can bleed into character
interactions. This can include perks, skills, feats, what have you - a simple example: if your Huntsman Character
specifically choose a +30% to hit giants feat, then dialogue responses with giants may want to refer to that feat.
Another way to approach slang and jargon is to examine common expressions in the real world and imagine
how they would be referenced in the game itself.
For example, in Overfall, there's a number of pillars in the game - one is the ceaseless attack by the ruthless
Vorn, and the other is the hunt for the Citadel (which is hidden). Use these to your advantage whenever
possible, and even simple conversations can remind the player of what threatens them and what their goal in
the game is.
A curse, the Hollows were tribes cursed b/c they wouldn't worship the Everking. Can be expanded to
"I won't lie to you, this mission will be as easy as walking to the Citadel."
Some examples:
"Thank God."
Questions to ask: Does your world have the concept of a God? And does it have only one god?
:
OverfallIn , the emphasis of worship is the Everking and there is not even a God in
Overfall
Dys. A better expression may be The Everking be blessed, Bless the Everking.
"Go to hell."
Does your world have a hell? If it does, does it only have one hell?
:
OverfallNo one knows if there is a hell at all.
:
OverfallThe currency is actually Frags, which may give rise to similar expressions such Frag
for a thought.
:
OverfallNo Hercules, and arguably, a lot of Greek mythological references would potentially be
absent as well.
- Chef Chris
In previous prose games, there were stages of speccing out rewards. At Black Isle, for example:
[Take Gold]
Or, suppose an NPC gives you a magic ring. Theres ways you can describe it, including my preferred method:
This ring of invisibility belonged to my mother. I want you to have it - hey, where did you go?
Text like this can work for more formal games you may play through once (or if youre 100% certain the line or
loot wont change), but even then, its often safer to fall back on a generic description to handle the loot.
,
For Overfallunless its important to the story, dont feel the need to mention in the text what kind of reward the
player has received, or that they have received a reward at all. The game itself will tell the player of any changes
in resources or reputation.
This is a challenge because sometimes if you make an encounter too unique, it can stand out like a sore thumb
this
and actually make a player weary to play it ("Not encounter again"). Worse, the more unique it is, the more
painful the encounter can be to wade through in subsequent playthroughs.
Instead, use lore as a game mechanic. Have a lore book spark a quest. Have a journal entry of the last words of
a dying man reveal that he buried his family heirloom in a circle of trees - or the guard captain at Alpha Base 1
always slept with a shotgun beneath his bed and the player that pays attention and goes back to search/look
for such areas could find the hidden items they may otherwise have missed.
INVENTORY ITEMS CAN TELL A STORY
While Overfall doesnt have inventory items, inventory items are great ways to communicate lore and story and
even culture - not just through item descriptions, but the names of the items themselves. For example, spears
in a fishing town may all be re-named to harpoons, and their version of gems are rare fish theyve caught.
In even more complicated set-ups, you can even place such story items on corpses, in rooms, and more to tell
a story. You can communicate hey, this is a snipers nest by leaving a rifle, an empty jug, a bedroll, and a pile of
food by a window in a room that looks out over the street below. In some titles, by giving inventory items names
(Christines Sniper Rifle) and then leaving a path of these items throughout an area, a player can trace the
NPCs route and get to know them before theyre encountered.
The above can apply to spells, buffs/debuffs (Warchief's Blessing, A Mother's Love, Perfume of Lunacy, Curse of
the Crazed Witch etc.), and trinkets, all of which can help shape the world through whats suggested in the title.
Every game can have Fireball, but renaming it Vahns Circle of Cremation may communicate a lot more about
the world.
There are many other ways to tell a story without words (graffiti, prop and monster placement, posters, sound
effects) - look for them to help you out. Many times theyre the best way to go about it.
CHOKEPOINTS
My rule on chokepoints3 is that they're often necessary to control a dialogue from word explosion, but the
feel
important thing is to make sure a player doesn't like they've hit a chokepoint. Some common ways this
occurs:
- Only giving one or two PC responses that mean the same thing in different words. Players will see these over
time in a rogue game.
- NPCs that seem to jump to a chokepoint without a smooth dialogue transition (usually, it also feels like the
NPC isnt really listening to you, which undermines player agency).
3
Foranyonenotfamiliarwiththisconceptchokepointsarelikedialoguefunnelsthatloopaspaghettilikemassofpossibleresponsesbacktoasingle
point(usuallytokeepthedialoguefromgettingtooexpansive).Thisisoftenadecisionnode(...[Link],areyougoingtohelpmeor
not?)
- Use your systems and game mechanics to make each response meaningful. If two responses lead to the same
node, but they affect your Reputation (or morality, or alignment, or some other numeric system), the decision that
leads to a chokepoint is still meaningful to the player. (Ideally, you could still write specific reactions to each
response below, but these are examples:)
Thank the Everking I had almost lost hope until you came along and showed me kindness.
In Overfall, due to permadeath and randomness, it is possible to see some surprising outcomes - for example,
getting ambushed when you want to Set Sail. Instances like these are fine and in keeping with the genre, as they
are more systematic than a narrative decision - and they are not blocking the players desire to leave the island,
for example, they are adding a layer of challenge to the desire to leave without taking the player in a completely
new direction.
REWARD ENGAGEMENT...
...if dialogue is a big part of your game, treat dialogues like challenges and mini-dungeons to explore, where
new quests, new traits, and players drawing logical conclusions between two characters gets a reward even if
no explicit quest is present, encourages people to pay attention in dialogue.
Often, while writing NPCs, it can be tempting for an NPC to deliver the last barb, insult, slam, or one-up the
player.
I try to abide by the rule that the player is the badass in this world, and if anyone has something clever to say at
the end of a conversation - it's the PC. They're the heroes, make them feel that way, especially in
conversations.
- Chef Chris









