{"id":17412,"date":"2018-04-13T20:27:00","date_gmt":"2018-04-13T20:27:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/316569"},"modified":"2018-04-13T20:27:00","modified_gmt":"2018-04-13T20:27:00","slug":"exploring-interactive-dialogue-differently-in-wargames","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2018\/04\/13\/exploring-interactive-dialogue-differently-in-wargames\/","title":{"rendered":"Exploring interactive dialogue differently in #WarGames"},"content":{"rendered":"<blockquote>\n<p><strong><em>&#8220;<\/em>Games have tried to do interactive dialogue for a very long time, and it&#8217;s still something we haven&#8217;t perfected yet.<em>&#8220;<\/em><\/strong><\/p>\n<\/blockquote>\n<p><em>&#8211;<\/em> Sam Barlow on wanting to take a different approach to interactive dialogue for <em>#WarGames<\/em>.<\/p>\n<p>In an interview\u00a0<a href=\"https:\/\/www.pcgamer.com\/sam-barlow-on-wargames-her-story-and-reflecting-real-world-politics\/\">published by PCGamer<\/a>, creator of <em>Her Story<\/em> and the recently released <em>#WarGames<\/em> Sam Barlow\u00a0discusses\u00a0the challenges of designing dialogue for games featuring\u00a0full-motion video.\u00a0<\/p>\n<p>When asked about the types of gimmicks and camera angles employed during production of full-motion video game projects,\u00a0Barlow admits to putting more attention toward implementing interactive dialogue in different ways as opposed to being concerned over the conventions of FMV.\u00a0<\/p>\n<p>&#8220;There are times when you want to say something and you can&#8217;t. Or the reaction you get from someone feels a bit off. Or the pacing of it doesn&#8217;t quite work,&#8221; <a href=\"https:\/\/www.pcgamer.com\/sam-barlow-on-wargames-her-story-and-reflecting-real-world-politics\/\">he explains.<\/a> &#8220;What I did with <em>Her Story<\/em> was essentially just ignore all of those problems by saying, I&#8217;m not trying to simulate all the dialogue\u2014you&#8217;re interacting with a database.&#8221;<\/p>\n<p>And looking past\u00a0the issues associated with writing\u00a0interactive dialogue worked for Barlow. &#8220;The best feedback I got was people saying, because I didn&#8217;t worry about all those things, actually, the loop I was in, the feel that I got, from <em>Her Story<\/em> was that I was in some kind of conversation,&#8221; <a href=\"https:\/\/www.pcgamer.com\/sam-barlow-on-wargames-her-story-and-reflecting-real-world-politics\/\">he adds.<\/a><\/p>\n<p>However, narrative driven games rely on providing the player with choices, which can start getting tricky to design after a certain point.\u00a0<\/p>\n<p>&#8220;This is where I start getting stuck\u2014you&#8217;re starting to play that game where you&#8217;re guessing the author&#8217;s intentions,&#8221;\u00a0<a href=\"https:\/\/www.pcgamer.com\/sam-barlow-on-wargames-her-story-and-reflecting-real-world-politics\/\">he\u00a0notes.<\/a> &#8220;The worst thing in those games is when you pick that choice and the character does something you weren&#8217;t expecting, or where you really want to do something specific and there is no option to do that.&#8221;<\/p>\n<p>Barlow says that writing interactive dialogue is something that&#8217;s still being fine tuned. &#8220;It&#8217;s a craft and we&#8217;ll continue to iterate. What I wanted to do with <em>#WarGames<\/em> is to go in a different direction.&#8221;\u00a0<\/p>\n<p>Barlow also dives into the idea behind <em>#WarGames<\/em> and the concept of games reflecting real world politics, so\u00a0be sure to\u00a0check out the\u00a0<a href=\"http:\/\/www.pcgamer.com\/the-creators-of-spelunky-and-getting-over-it-with-bennett-foddy-on-sexy-hiking-and-b-games\/\">full article over on<\/a> <a href=\"https:\/\/www.pcgamer.com\/sam-barlow-on-wargames-her-story-and-reflecting-real-world-politics\/\">PCGamer&#8217;s<\/a> website.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>&#8220;Games have tried to do interactive dialogue for a very long time, and it&#8217;s still something we haven&#8217;t perfected yet.&#8220; &#8211; Sam Barlow on wanting to take a different approach to interactive dialogue for #WarGames. In an interview\u00a0published by PCGamer, creator of Her Story and the recently released #WarGames Sam Barlow\u00a0discusses\u00a0the challenges of designing dialogue [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":17413,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-17412","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/17412","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=17412"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/17412\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/17413"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=17412"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=17412"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=17412"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}