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How do you prefer writers to handle action descriptions / narrative in dialogue mode?

dialogue dialog action narrative

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24 replies to this topic

Poll: Dialogue Action Descriptions (58 member(s) have cast votes)

How do you prefer writers to handle actions or other narrative in dialogues?

  1. I prefer actions in parantheses (pushes the button and votes in poll) (15 votes [25.86%])

    Percentage of vote: 25.86%

  2. I prefer actions in asterisks *pushes the button and votes in poll* (5 votes [8.62%])

    Percentage of vote: 8.62%

  3. "I prefer traditional novel-style" pushes the button and votes in poll (28 votes [48.28%])

    Percentage of vote: 48.28%

  4. I prefer different colours of text for this purpose (5 votes [8.62%])

    Percentage of vote: 8.62%

  5. Other, please specify in post (2 votes [3.45%])

    Percentage of vote: 3.45%

  6. I didn't read the first post before voting (3 votes [5.17%])

    Percentage of vote: 5.17%

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#21
smithereen

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"As an aside, how do you feel about dialogue trees making explicit the skills or stats being checked?" Smithereen scratches his beard. "From the top of my head, the Neverwinter Nights series clearly highlighted both skill checks and 'special' results, while Torment didn't identify anything. I certainly wasn't a fan of the Paragon and Renegade 'click for best results' system in Mass Effect, but I do want to be sure when I'm making a diplomacy roll."

 

1. ['Like' this post]

2. (Diplomacy) [Post counter-argument]

3. [Provide examples]

4. [Ignite Flamethrower] "This is the stupidest post I've read all day!"


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#22
JFSOCC

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I remember having once zealously defended the coloured options for 10 pages. I know I'm in a minority, but I think that's the way to go to convey tone when it is ambiguous.

#23
Jarmo

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As untraditional as it is, I find the color coding to be the most effective and obvious way to do it.

Italics instead of color, or bolded for action would also serve.


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#24
Sylvius the Mad

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I prefer not to have my words and actions so irrevocably intertwined.

Just because I say I'll press the button shouldn't force me to press the button. I'd rather the words and actions be kept separate, and the actions be done outside of dialogue events.

#25
Lephys

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I prefer not to have my words and actions so irrevocably intertwined.

Just because I say I'll press the button shouldn't force me to press the button. I'd rather the words and actions be kept separate, and the actions be done outside of dialogue events.


Well... I think the idea of in-dialogue actions is that they're supposed to be the subset of actions you could potentially perform under those circumstances, in relation to the dialogue (does it end, does it continue, etc.).

I mean, I don't even know how you'd keep something like "*Attack!*" separate from dialogue, as it's merely an indication to the somewhat turn-based nature of the dialogue system that you wish to end the dialogue system and perform some combat related action.

Beyond that, I don't know how you'd manually end dialogue, do something like slap someone in the face, or take something from their hand, then re-engage in dialogue. Or how the game would handle you just deciding that kind of precise action. The regular game controls would have to allow for that; for slapping people or snatching something forcefully from someone's hand, as distinct from a simple melee attack or pickpocketing.

In other words, how do you handle these things in relation to ongoing dialogue, which changes in reaction to both actions AND words, if not via the dialogue system?





Also tagged with one or more of these keywords: dialogue, dialog, action, narrative

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