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Falcorum
Oct 21, 2010

ChocNitty posted:

I worked for Blizzards helpdesk just before Diablo 3 came out. They put us in a separate building than the developers, because they were too good to be under the same roof as us lowly peasants.

Not to play devil's advocate but it's unlikely that they gave a poo poo about "being too good" and more likely due to lack of space. Having everyone in your company at the same location is nice but may not always be feasible (the studio I work at was split over 3 buildings at one point for example).

School of How posted:

I've been a professional software developer since 2011. My technologies have been Python and web protocols, as well as some cryptocurrency experience. I want my next job to be at a game company, developing video games, especially VR games. What can I do to make this happen? Do I need to make . my own indie game to prove my abilities, or will I be able to get a job without that? I do have a github account with about 60 open source personal projects, will that help me?

You need to figure out what area you want to work in.
In general, transitioning from that kind of skill set you're more likely to find it easier to land a network/server dev role. Gameplay programming is also a good possibility. Render/AI/Audio would be more difficult since they're fairly specialised. Design is probably hopeless without making a demo or a very very strong case in your CV/cover letter. The github account may help, although make sure when applying that if you're speaking of your personal projects, only mention a few of the most role-relevant ones.

Falcorum fucked around with this message at 22:45 on Nov 21, 2018

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Akuma
Sep 11, 2001


School of How posted:

I've been a professional software developer since 2011. My technologies have been Python and web protocols, as well as some cryptocurrency experience. I want my next job to be at a game company, developing video games, especially VR games. What can I do to make this happen? Do I need to make . my own indie game to prove my abilities, or will I be able to get a job without that? I do have a github account with about 60 open source personal projects, will that help me?
It depends what you want to do in a game. If your existing, well worn skills in software are directly applicable then you probably don't need to do all that much. If you want to do gameplay code then you need something to show you can do gameplay code.

The wider the gulf between what you've done on the job and what you want to do in games, the more you'll need to show you can do to be able to approach the money you've been making vs the money you'll make in games.

Flannelette
Jan 17, 2010


Question:
If I have the time and money at this stage in my life is "Because nothing like it exists and I want it to" a good reason to make a game or doomed to failure like some half finished classic car restoration?

Cocoa Crispies
Jul 20, 2001

Vehicular Manslaughter!

Pillbug

Flannelette posted:

Question:
If I have the time and money at this stage in my life is "Because nothing like it exists and I want it to" a good reason to make a game or doomed to failure like some half finished classic car restoration?

If you're going to be doing all the work, go for it! You'll learn a lot, probably have fun, and computer programming is a very cheap hobby if you already have a computer. It won't be easy, and you might fail for any number of reasons, but as long as you learn something and enjoy yourself, that's what matters.

ShadowHawk
Jun 25, 2000

CERTIFIED PRE OWNED TESLA OWNER
Treat your indie game like a hobby and not like a new business venture, because the odds are very high you won't make money on it.

Flannelette
Jan 17, 2010


ShadowHawk posted:

Treat your indie game like a hobby and not like a new business venture, because the odds are very high you won't make money on it.

I don't want to make money I want a game to exist in some form so it stops taking up room in my head.

Hughlander
May 11, 2005

School of How posted:

I've been a professional software developer since 2011. My technologies have been Python and web protocols, as well as some cryptocurrency experience. I want my next job to be at a game company, developing video games, especially VR games. What can I do to make this happen? Do I need to make . my own indie game to prove my abilities, or will I be able to get a job without that? I do have a github account with about 60 open source personal projects, will that help me?

I’d head to the game job megathread instead.

Studio
Jan 15, 2008



Flannelette posted:

I don't want to make money I want a game to exist in some form so it stops taking up room in my head.

It's totally doable, depending on the scope and scale of the game (which uh, keep that low starting out). I used a Unity Tutorial and made a really crappy Lunar Lander clone. Like it's bad, but even after making a bad game I was able to add a bunch of extra bells and whistles thought I thought were kinda neat, and taught me a bunch of things.

cubicle gangster
Jun 26, 2005

magda, make the tea

Flannelette posted:

I don't want to make money I want a game to exist in some form so it stops taking up room in my head.

That's the only valid reason to do anything creative - be it art, music or w/e.
Do it, try to have fun even during the rough bits!

Catpants McStabby
Jul 10, 2001

seriously, :wtc:
while not calling out (ok, i am I guess) fallout76 specifically, one of my problems with games is knowing a game sucks and watching devs who are just working to feed their families get caught in the backlash over a game that critically fails. I always see "the devs suck" etc when a game tanks, but the ceo or whatever gets the praise when it sells a billion copies. How do devs stay in this career path knowing their job is so thankless and abusive from the very people they're making games for? The gaming community in an overgeneralization is pretty lovely, but when Todd Howard would have gotten all their praise (had it not been poo poo) makes me sad.

Akuma
Sep 11, 2001


Catpants McStabby posted:

while not calling out (ok, i am I guess) fallout76 specifically, one of my problems with games is knowing a game sucks and watching devs who are just working to feed their families get caught in the backlash over a game that critically fails. I always see "the devs suck" etc when a game tanks, but the ceo or whatever gets the praise when it sells a billion copies. How do devs stay in this career path knowing their job is so thankless and abusive from the very people they're making games for? The gaming community in an overgeneralization is pretty lovely, but when Todd Howard would have gotten all their praise (had it not been poo poo) makes me sad.
You learn to ignore it... The negativity from people who never even played your game and aren't the target audience was much worse for me because they didn't even want to take the time to form their own opinion before letting you know lovely your game is. But you eventually learn to either let it wash over you, or try to not see it in the first place, but the bigger your game is the harder that is.

tyrelhill
Jul 30, 2006
gamers on the internet are in general horrible insatiable turds who spew trash at even the tiniest change or disagreement. you just ignore it and look at the data to get their actual feedback


we do have customer service people who reach out to whales and stuff and they are always polite and understanding so it’s not all turds

mutata
Mar 1, 2003

I don't have time or energy for so called fans who only spit poison and try to destroy the thing they claim to love. They talk about wanting to fix it, but most of the time I don't feel it. It seems to me to be mostly masturbatory on their part, so let it be a solitary activity, I say.

I'm a rank and file dev, though, so it's my job to do the artwork not engage with the public. Companies that encourage dev/player interaction need to provide professional PR training to their people, and many of the big ones do.

MeatRocket8
Aug 3, 2011

Falcorum posted:

Not to play devil's advocate but it's unlikely that they gave a poo poo about "being too good" and more likely due to lack of space. Having everyone in your company at the same location is nice but may not always be feasible (the studio I work at was split over 3 buildings at one point for example).

Maybe, but I doubt it. I dont blame them. The developers are typically older and more educated, and the help desk people are younger and more awkward, which could have lead to many awkward moments at the water cooler and lunch room. Plus Blizzard was the bees knees at the time so the developers probably thought the gaming industry was worshipping their balls. We werent even good enough to be put in the basement like the red stapler guy from Office Space.

Flannelette
Jan 17, 2010


Thanks for your replies and encouragement.
Of the 2 free-ish engines Unity and UE4 which one can handle high Newtonian physics calc loads better? Mainly for solving thousands of simultaneous collisions, ballistics etc such as a fragment field from an explosion.

Lork
Oct 15, 2007
Sticks to clorf

Flannelette posted:

Thanks for your replies and encouragement.
Of the 2 free-ish engines Unity and UE4 which one can handle high Newtonian physics calc loads better? Mainly for solving thousands of simultaneous collisions, ballistics etc such as a fragment field from an explosion.
Both use PhysX so they should be virtually identical in this respect.

Akuma
Sep 11, 2001


FWIW I'm working on a very physics heavy game in Unreal at the moment that needs to recreate something from real life very accurately, and we had to write our own physics implementation because out of the box Unreal just couldn't be manipulated into producing fairly rudimentary realistic results...

Akuma fucked around with this message at 12:50 on Nov 23, 2018

Flannelette
Jan 17, 2010


Akuma posted:

FWIW I'm working on a very physics heavy game in Unreal at the moment that needs to recreate something from real life very accurately, and we had to write our own physics implementation because out of the box Unreal just couldn't be manipulated into producing fairly rudimentary realistic results...

As long as it can handle lots of simultaneous high speed collisions between point objects against low speed 3d objects without the points slipping through between a frame or other shenanigans it would be fine.

Hyper Crab Tank
Feb 10, 2014

The 16-bit retro-future of crustacean-based transportation

Catpants McStabby posted:

while not calling out (ok, i am I guess) fallout76 specifically, one of my problems with games is knowing a game sucks and watching devs who are just working to feed their families get caught in the backlash over a game that critically fails. I always see "the devs suck" etc when a game tanks, but the ceo or whatever gets the praise when it sells a billion copies. How do devs stay in this career path knowing their job is so thankless and abusive from the very people they're making games for? The gaming community in an overgeneralization is pretty lovely, but when Todd Howard would have gotten all their praise (had it not been poo poo) makes me sad.

If I wasn't enjoying the process, I wouldn't be doing it. The audience response is secondary... and ultimately marketing/publishing's problem, not mine. My job is getting the game done and as good as it can be, and there's nothing I'd rather do, even if it's hard and stressful sometimes. That being said, I don't work for a big AAA studio, but a small (25-ish) operation where everyone has a chance for creative input and the CEO would rather see the company go under than make anyone work the kind of ridiculous overtime hours you hear about from other studios. I don't think I'd be nearly as happy at a big studio. Rather be a big fish in a small pond than small fish in a big pond, you know? Especially when all the fishes around here are pretty big.

Pixelante
Mar 16, 2006

You people will by God act like a team, or at least like people who know each other, or I'll incinerate the bunch of you here and now.
Any suggestions for a practical Christmas gift to a 20-year-old who is super into game development? He's currently saving up to go back to school, and already did a Digipen summer program that he loved. I'll probably just give him a Steam giftcard, but I like the idea of giving him something that builds skills too.

RazzleDazzleHour
Mar 31, 2016

Reporting in from a couple months ago when I asked about game dev jobs, people said that hiring was almost entirely about your portfolio, which I expected. I had very little digital art experience so I decided to go back to school, I'm at a college a fair number of successful industry artists have been to (Riot, Pixar).

Now that it's come time for finals, I figure this is a good opportunity for some work to go into the portfolio. The only "real" class I'm in right now is a 2D/traditional animation class (handdrawn, digital drawing, claymation, etc, basically anything except 3d rendering). What are the big selling points for a portfolio? Would it be better to focus on something more narrative, or go all-in on a skill demonstration like a technical demo? I mean, ideally it would be both, but you know what I mean. What sorts of things should I keep in mind about portfolios if I'm making fresh work for it?

Cirrhosis Johnson
Jan 9, 2014
Could anyone who's ever worked at/with 2K tell me what this "Portcullis" file is? I've seen it in the game files for XCOM2, Civ VI and a few other games published by 2K and was wondering what it does.

mutata
Mar 1, 2003

RazzleDazzleHour posted:

Reporting in from a couple months ago when I asked about game dev jobs, people said that hiring was almost entirely about your portfolio, which I expected. I had very little digital art experience so I decided to go back to school, I'm at a college a fair number of successful industry artists have been to (Riot, Pixar).

Now that it's come time for finals, I figure this is a good opportunity for some work to go into the portfolio. The only "real" class I'm in right now is a 2D/traditional animation class (handdrawn, digital drawing, claymation, etc, basically anything except 3d rendering). What are the big selling points for a portfolio? Would it be better to focus on something more narrative, or go all-in on a skill demonstration like a technical demo? I mean, ideally it would be both, but you know what I mean. What sorts of things should I keep in mind about portfolios if I'm making fresh work for it?

What role within the industry are you interested in? Character art? Animation? Environment art? Etc

Flannelette
Jan 17, 2010


RazzleDazzleHour posted:

Reporting in from a couple months ago when I asked about game dev jobs, people said that hiring was almost entirely about your portfolio, which I expected. I had very little digital art experience so I decided to go back to school, I'm at a college a fair number of successful industry artists have been to (Riot, Pixar).

Now that it's come time for finals, I figure this is a good opportunity for some work to go into the portfolio. The only "real" class I'm in right now is a 2D/traditional animation class (handdrawn, digital drawing, claymation, etc, basically anything except 3d rendering). What are the big selling points for a portfolio? Would it be better to focus on something more narrative, or go all-in on a skill demonstration like a technical demo? I mean, ideally it would be both, but you know what I mean. What sorts of things should I keep in mind about portfolios if I'm making fresh work for it?

I'm not a game dev but my experience with portfolios is always put just your best work in it and make it about the area you want to work in.
It needs to make an impression so don't put a bunch of half finished or generic milk run pieces in it. I'm not sure if its the same for game devs but less is more other people have to spend time looking at the portfolio so you don't want to waste it.

This experience was from when you handed a portfolio to them on a VHS so it might be different now.

Flannelette fucked around with this message at 06:59 on Nov 28, 2018

Tias
May 25, 2008

Pictured: the patron saint of internet political arguments (probably)

This avatar made possible by a gift from the Religionthread Posters Relief Fund

Pixelante posted:

Any suggestions for a practical Christmas gift to a 20-year-old who is super into game development? He's currently saving up to go back to school, and already did a Digipen summer program that he loved. I'll probably just give him a Steam giftcard, but I like the idea of giving him something that builds skills too.

Cracked.com usually sells bundles of game dev software at a hefty discount. It may not be exactly what he needs, but maybe he'll have good experiences coding for himself. My brother makes a killing as a self-taught programmer, and he started by playing around with tutorials.

RazzleDazzleHour
Mar 31, 2016

mutata posted:

What role within the industry are you interested in? Character art? Animation? Environment art? Etc

I was thinking character art, but I'm guessing that's probably one of the most common areas people apply for so I wouldn't be opposed to shifting my focus more toward animation or storyboarding or something more specific if the job prospects are better. I'm pretty pragmatic when it comes to the job hunting process.

FourLeaf
Dec 2, 2011
I just saw this video about writing competent dialogue in games. The example the presenter used for bad writing was a scene from Assassin's Creed: Odyssey, and to demonstrate good writing he breaks down a scene from Blade Runner and transforms it into game dialogue:

https://www.youtube.com/watch?v=_vRfNtvFVRo

https://kotaku.com/developer-shows-how-to-write-good-game-dialogue-using-b-1830797912

quote:

The demonstration that Ingold makes over the course of about 45 minutes is centered on rethinking how video game conversations work. To do this, Ingold looks to the first scene between Rachel and Deckard in Blade Runner in order to reverse engineer what that scene is about and how it works so that he can then implement that back into the interactive dialogue of games.

To Ingold’s reading, the scene is fundamentally about the cop Deckard trying to boss around some rich folks who resoundingly defeat him, first through Rachel’s wit and then through Tyrell’s steamrolling. In this way, the scene is really about an attack that is defeated, and it’s all happening in the dialogue.

“If all of the meaningful interaction is happening in the subtext,” Ingold claims, “then the text itself doesn’t matter that much. And that’s where we come in, and that’s how we do interactivity. We assign the subtext as a fixed structure that we are not going to give up, and in return we give the player varying text which allows them to feel like they are in the moment and maybe have a little bit of influence along the way.”

To rewrite the Blade Runner conversation in game form, then, is to take the structure of that “attack” and then change the way that it is presented to the player. Ingold’s talk is about demonstrating how that works, and for the nitty gritty of it you probably just need to watch and listen to it from the 19:00 point forward.

It's a long video but I'm wondering what the experts in the thread think about it. It was also interesting to think about dialogue in games that are widely considered to have good writing, like Witcher 3, and compare it with his "Accept-Reject-Deflect" trinary.

Love Stole the Day
Nov 4, 2012
Please give me free quality professional advice so I can be a baby about it and insult you

Tias posted:

Cracked.com usually sells bundles of game dev software at a hefty discount. It may not be exactly what he needs, but maybe he'll have good experiences coding for himself. My brother makes a killing as a self-taught programmer, and he started by playing around with tutorials.

I also started out that way. 15 years later I'm still looking for that first job in the tech industry.

Big K of Justice
Nov 27, 2005

Anyone seen my ball joints?

RazzleDazzleHour posted:

I was thinking character art, but I'm guessing that's probably one of the most common areas people apply for so I wouldn't be opposed to shifting my focus more toward animation or storyboarding or something more specific if the job prospects are better. I'm pretty pragmatic when it comes to the job hunting process.

Environmental artists seem to be the most in-demand position for the few companies I worked for.. in terms of always needing to hire more and more and having a heck of a time filling seats or stealing people away.

ETPC
Jul 10, 2008

Wheel with it.
how come writing is seen as so tertiary and often unnecessary still in the gaming industry? or is that a falsehood?

Flannelette
Jan 17, 2010


ETPC posted:

how come writing is seen as so tertiary and often unnecessary still in the gaming industry? or is that a falsehood?

Maybe almost every person who does game dev thinks that they are bad at writing so we'll find someone else? Except for the devs that did writing before being a game dev.

Pixelante posted:

Any suggestions for a practical Christmas gift to a 20-year-old who is super into game development? He's currently saving up to go back to school, and already did a Digipen summer program that he loved. I'll probably just give him a Steam giftcard, but I like the idea of giving him something that builds skills too.

This is more general but if he's super into it you're probably better off asking him for things he wants instead of guessing because he'll probably have a few things he really wants and already have the rest taken care of.

Flannelette
Jan 17, 2010


deleted

Love Stole the Day
Nov 4, 2012
Please give me free quality professional advice so I can be a baby about it and insult you

ETPC posted:

how come writing is seen as so tertiary and often unnecessary still in the gaming industry? or is that a falsehood?

It's like running a marathon to deliver a pizza and then the customer complains that the pizza got shifted around too much inside the box.

floofyscorp
Feb 12, 2007

ETPC posted:

how come writing is seen as so tertiary and often unnecessary still in the gaming industry? or is that a falsehood?

It's true, writing and narrative in general is often overlooked or left til the last minute in many games, and most studios don't have a full-time writer or narrative designer.

I think it's partly a vicious cycle - 'games don't have good writing' so it's not considered important during development and thrown in at the last minute so it's not very good etc - and partly down to the intensely iterative process of game development. For most games, gameplay mechanics are king and all other considerations are secondary at best, and a writer's elaborate, beautiful narrative built around mechanic x may suddenly become completely redundant or nonsensical when that mechanic changes during design iteration. Very few games will determine their mechanics primarily on a narrative, so when the design changes, writers(or whichever person in the studio who's been lumped with the task of 'write something to make this all hang together somehow') just have to try and keep up. Hope you didn't record any crucial VO before that mechanic changed...

Griefor
Jun 11, 2009
It seems to me that even before those considerations, the interactive nature of games makes it harder to write a good story for it. Most great books/movies have a carefully and specifically crafted experience to get a story across. Of course there's also opportunity there to create something new and original, but it's an area that's much less developed than story creation in books/movies. Most game stories that play with the interactive nature seem to mostly be trying to hide the fact that your choices mostly don't matter rather than creating a wildly branching story with alternate paths. Which is also logical - even just 3 binary choices ends with 8 different paths, and writing an amazing storyline only to have a fraction of players actually experience it (1/8th of the players that actually finish the game, which isn't that many to begin with) is probably not a great use of good writing skills.

Caveat: I have no experience with this, it's just what seems logical to me after thinking about it a bunch. Maybe someone who knows what they're talking about can correct me/elaborate?

Initio
Oct 29, 2007
!
I do have to say that the false dialogue choice kind of drives me nuts.

You’ll get an NPC saying something like
:black101: What do you say, shall we avenge King Genericas death?

:clint::
A - Yes!
B - Yes, and lets kill all the puppies we see along the way too! *twirls mustache*
C - *exasperated sigh* if we must...
D - I’m sorry to hear about your fathers death. He was a good man. And you’re right, his death must be avenged.

:black101: (Only if you picked D) Aye, he was a good father. And a good ruler too.
:black101: (No matter what you pick) I’m glad you agree. Let us muster the troops!

Honestly, I’m fine with being railroaded. It makes the narrative realistic within the context of the game. But since the choice is forced anyways, why not just skip the dialog options and write something that fits the character?

MissMarple
Aug 26, 2008

:ms:
Also; ludonarrative dissonance is a bastard.

It's not just that you're getting railroaded, but that the actions in the core cycle of a lot of games make for characters that are hard to write for.
Take Tomb Raider. They present a victim character to us, but the reality of gameplay is that we left being the victim a long time ago, after we savagely murdered someone from behind for the 200th time. Lara is an aggressive psychopath. But Rise of the Tomb Raider won awards for it's writing.

DOOM is a great counter-example, where the narrative presents you as the boogeyman of Hell. A being of such destructive power that Demons are afraid of him. I'd argue that DOOM has "good writing" because it is aligned with the mechanics.
But you can't write every game as the player character being an elemental force of pure destruction and violence. Some games also deliberate subvert and comment on that dissonance, such as Spec Ops : The Line, being very clear that you are not a hero.

My personal opinion is games should be games first. Sometimes a great writer can encapsulate the mechanics that make it up into a pretense and narrative that fit. But the mechanics themselves tell the weight of the story, and should be given precedence. A lot of the time, those great mechanics come about because someone is trying to tell a particular kind of story, give the player a particular experience. In my eyes, being a great game maker is constructing a set of mechanics, as in something like Papers Please, which deliver that without having to use excessive prose.

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!

FourLeaf posted:

I just saw this video about writing competent dialogue in games. The example the presenter used for bad writing was a scene from Assassin's Creed: Odyssey, and to demonstrate good writing he breaks down a scene from Blade Runner and transforms it into game dialogue:

https://www.youtube.com/watch?v=_vRfNtvFVRo

https://kotaku.com/developer-shows-how-to-write-good-game-dialogue-using-b-1830797912


It's a long video but I'm wondering what the experts in the thread think about it. It was also interesting to think about dialogue in games that are widely considered to have good writing, like Witcher 3, and compare it with his "Accept-Reject-Deflect" trinary.

Ingold is great and more people should pay attention to him.

Flannelette
Jan 17, 2010


MissMarple posted:


My personal opinion is games should be games first. Sometimes a great writer can encapsulate the mechanics that make it up into a pretense and narrative that fit. But the mechanics themselves tell the weight of the story, and should be given precedence. A lot of the time, those great mechanics come about because someone is trying to tell a particular kind of story, give the player a particular experience. In my eyes, being a great game maker is constructing a set of mechanics, as in something like Papers Please, which deliver that without having to use excessive prose.

No, just put all your story in little text pickups or terminals the player finds, everyone likes that!


Question: Is there a community or board where I can do little game dev "jobs" (art, animation, code, debugging, anything really) for free for people who are making little non-commercial personal projects so I can practice with more random things and maybe help someone too?

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Wallet
Jun 19, 2006

Griefor posted:

It seems to me that even before those considerations, the interactive nature of games makes it harder to write a good story for it. Most great books/movies have a carefully and specifically crafted experience to get a story across. Of course there's also opportunity there to create something new and original, but it's an area that's much less developed than story creation in books/movies. Most game stories that play with the interactive nature seem to mostly be trying to hide the fact that your choices mostly don't matter rather than creating a wildly branching story with alternate paths. Which is also logical - even just 3 binary choices ends with 8 different paths, and writing an amazing storyline only to have a fraction of players actually experience it (1/8th of the players that actually finish the game, which isn't that many to begin with) is probably not a great use of good writing skills.

Caveat: I have no experience with this, it's just what seems logical to me after thinking about it a bunch. Maybe someone who knows what they're talking about can correct me/elaborate?

I don't have games experience, but I do have script writing experience. There are two interconnected issues that I imagine make it very hard to write compelling dialogue for games. As Ingold points towards, natural sounding, compelling dialogue is often high context and carries most of its meaning through subtext.

If you pick up your wife from work, the beginning of your conversation in the car is much more likely to look like this:

You and your Wife posted:

You: How was your day?
Wife: Nancy is a oval office.

Than it is to look like this:

You and your Wife posted:

You: How was your day?
Wife: Well, you know, my job as a <JOB TITLE> is very demanding, and I hate my boss.

I'm exaggerating slightly, but the second one is what you see in most video game writing. Questions are a huge part of what drives narrative interest, and the first version delivers a number of questions: Who is Nancy? What is your wife's relationship to Nancy? What does your wife do? It also potentially tells me something about your relationship to your wife—she either has a potty mouth, or you share a certain candor.

The second version has the virtue of giving you some very explicit information: Your wife's job title, and that your wife hates her boss.

The first issue, I imagine, is that in many video games, it would be foolish to assume that players are really going to engage with your narrative or with your dialogue beyond whatever you make them do to click through it. If all of your dialogue has an appropriate level of context, there is every chance that some number of your users will be completely loving lost by the time they get half way through the game, which makes it even less likely that they will engage with your plot or your dialogue.

And the second issue is one that I think Ingold, by picking the scene he did in that talk, sidesteps. He takes a very high level view of the scene from Bladerunner as he rewrites it, which gives him a great deal of latitude in writing alternative dialogue paths; all that he's attempting to carry is the general thrust of the scene. The scene, and the thrust, only works if the viewer already has an understanding of what a replicant is and has at least some inkling of how Deckard feels about them and so on. The subtext of the scene, and most scenes, builds on the subtext and context built by the scenes that came before it.

Identifying the path-critical context and subtext and making sure that your players are aware of it no matter what path they take without exposition-dumping seems like a rather difficult problem. Doing that while also fulfilling whatever structure has been imposed on dialogue options (e.g. good, neutral, evil, funny) seems even harder.

Wallet fucked around with this message at 21:15 on Dec 3, 2018

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