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CHOICE,
AND THEIR
RELATIONSHIP
MECHANICS
Running Head:
DIALOGUE,
CHOICE,
AND THEIRWITH
RELATIONSHIP
1
WITH MECHANICS
Cinematic Flow
Cinematic Flow refers to the pacing of a dialogue. A dialogue is simply a
method for two or more characters to exchange information through language. With
relation to the milder interpretation of the Sapir-Whorf hypothesis, we know that
language influences thoughts and behavior, and as such these dialogues between
player and non-player characters can have an effect on how the player thinks and
acts. When characters speak in a way that is close to real-world parallels (including
words spoken, language used, facial animation, and body language), the
conversation moves smoothly and in a believable way, leading to cinematic flow.
Game creators often try to achieve this because they want their dialogues to feel
less like a video game and more like a movie, where the pacing is appropriate and
response from a list of options. During this time, the player is removed from the
conversation, which wasnt a problem for older games where the delivery was
similar to that of a book, but as the technology has improved and humans are
easier to portray in games, we expect them to act in a more human way.
An example of a game with great cinematic flow is the Mass Effect series.
They utilize a number of methods to keep the conversation flowing as much as
possible. Primarily, the number of choices is refined into three fundamental paths,
which generally are: positive, neutral, and negative. This allows players to build a
heuristic for how they can be expected to respond, which helps them process their
thoughts about how they want to respond much quicker. The reason that this is so
effective in terms of cinematic flow is because this is coupled with the fact that the
options for responses appear before the NPC is finished speaking. This allows the
player to quickly choose how they want to respond and have their character do so
naturally and with appropriate pacing, eliminating any awkward pauses.
Roleplaying
The idea of agency leads to the impact of roleplaying in dialogue systems.
Dialogue can be used as a mechanic to acquire information, tangible items,
relationships, or simply to satisfy a yearning for more narrative stimuli. When giving
players options in video game dialogue, it is extremely important to make the
expected outcomes of these choices clear, something that games still struggle with
today. A hypothetical example might be an option that says Hand
over your money. A player might select it, expecting their character
to intimidate an NPC, but the actual result is that their character
hands over their money to the NPC. Misinterpretation and poor
utilization of pragmatics can easily lead to these kinds of mistakes,
which can be extremely impactful to a player in a very negative way,
especially if they have an expectation of how their character should
act.
Impactful Choice
Ideally, every choice that a player can make has an intentional effect on the
outcome of the game. Choices need to have purpose otherwise they will come
across as shallow and meaningless. One of the biggest critiques of a choice-driven
game can be that none of the choices mean anything, usually because no matter
what is chosen the end result is always the same. Game creators have come up
with numerous solutions to this problem, since the most obvious remedy making
more content quickly becomes very prohibitive. Illusion of choice, when pulled off
successfully, lets players feel like they are making an impact and shaping their own
experience when that might not necessarily be true. This works very well for a first
playthrough of a game, but it quickly becomes apparent on multiple playthroughs or
comparisons with other peoples playthroughs.
A solution to tackling this problem is difficult to suggest since it will always
require more resources from the creators. Alpha Protocol attempted to deal with this
by creating multiple opportunities for players to handle differently, and had various
characters in the game either be impressed or unimpressed with the way you went
about a situation. For example, if you went in guns blazing, a more tactically-minded
ally would disapprove, while a more pragmatic ally would commend you. The key to
this was that no matter your play style, there would be some characters who
approved and some who disapproved, meaning that there was no clear choice to
be made, leaving it in players hands.
must be talked to in order for the player to get what they need. Based on the NPCs
reactions and psych profile, the player must make rational judgments about how to
go about talking to a person. This makes the player really listen to what the NPC is
saying and pick up on cues that might have slipped by if they were just bruteforcing their way through the dialogue. The Walking Dead uses a timer to limit the
amount of processing time a player is allowed to commit to decision making, and
thus create more authentic-feeling moments of tension and snap judgments. Based
on examples like these, we can see that it is possible for games to successfully
merge game mechanics into dialog systems without sacrificing player agency.
Final Thoughts
References