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TIGSource ForumsCommunityTownhallForum IssuesArchived subforums (read only)CreativeWritingBranching Dialogue in Games (Article)
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detective
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« on: September 12, 2014, 05:19:59 AM »

Just wanted to share an ongoing series of articles I found on Gamasutra for any writers that haven't seen it.  It's about branching conversations in games, making choices effective and meaningful, working around specific structures for branch conversations, and a bit more.  Part one is here.  I started reading it yesterday and it's been pretty helpful to me already, so I figured I'd share it.
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Kytin
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« Reply #1 on: September 21, 2014, 06:11:47 PM »

It's not really useful for me at the moment since I have chosen to forgo conversations entirely in my current game, but it is definitely interesting.

I personally find branching dialogue to have problems with immersion. It means that the player cannot himself be the protagonist of the story. Instead the 'hero' of the story is a character that the player has a limited amount of control over. This can still be fun and interesting (and very versatile), but I think it lacks the power of an approach that causes the player to identify more closely with the player character.
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DangerMomentum
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« Reply #2 on: September 25, 2014, 09:46:20 AM »

You should read the article, because that's exactly what he talks about. This is good stuff, looking forward to part 5. It'll definitely be something I keep in mind when writing for any game.
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LeonDaydreamer
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« Reply #3 on: February 19, 2015, 09:12:07 PM »

Thanks for sharing! I only read the first part so far, but it looks really good and informative.
It totally relates to me, I'm all about the branching dialog.  :-)
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