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Dialogue Depth in Video Games

Story-driven video games can be as engaging as a novel or film. But unlike those other mediums, games require some level of interaction with the player. The point of a game isn’t to watch but to participate. But achieving the right balance can be difficult.

Giving the player a choice of what to say during characters’ conversation is one of the most basic ways to involve the player. But different games handle this in different ways. A game like Final Fantasy XIII pretty much bars players from having any role in the conversation, forcing them to sit back and watch. (Arguably, even FFXIII’s gameplay forces the player to sit back and watch, but that’s for another article.)

Other games occasionally pause the conversation to give players an option of what to say. In Fallout 3, players are presented with options that are fully written sentences. In other words, you say what you see. This is an approach that has been used in countless RPGs. It’s a proven winner, but not the most interesting.  The biggest downside is that it pretty much forces players to think before every little thing they say. I hope this doesn’t sound cynical, but people don’t do that in real life.

Fallout 3: What you see is what you say

To address that weakness, Mass Effect goes for a more emotion-based approach. Like Fallout, this sci-fi RPG presents players with a choice of responses. But the replies only give a vague idea of what the protagonist will say.  If you select “You’re crazy,” Shepard (the hero) won’t say those words exactly (he has a little more tact than that), but he certainly will get the message across.

Mass Effect provides the gist of what Shepard will say

L.A. Noire takes the concept a step further, and perhaps too far.  When you are interviewing a person of interest in connection to a crime, you are always presented with the same three choices after the POI gives an answer:  You can guess he is telling the truth, you can doubt the veracity of his response, or you can accuse him of lying. This simplified approach sounds good on paper, but in practice isn’t always intuitive. What do you do, for example, when the suspect seems to be telling you only half the truth?  Sometimes selecting truth encourages the POI to tell you more.  Other people need a little threatening, and “Doubt” is the right way to get him talking.

L.A. Noire: Truth, Doubt or Lie?

Maybe it’s just because I’m a reporter, but interviewing isn’t so black and white.  When I’m talking to a source, it’s not like my only three options are to agree with her answers, tell her that I don’t believe her or outright accuse her of lying. What about asking the question again but in a different, more roundabout way? Why can’t I “doubt” an answer without accusing the person of wasting my time (a quick way to end a conversation)? Perhaps if L.A. Noire gave a little better idea of what hero cop Cole Phelps was going to say next, I might choose the right response more often. Game critic Chris Kohler seems to agree in his review for Wired.com’s Game|Life column.

If you were to ask me, the Mass Effect method to conversation is the winner. It engages players in conversation and encourages gut-level responses so that players to make choices based on their own personalities rather than what they think the game wants them to say.

Agree or disagree? Let me know what you think in the comments section!

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Top Video Game of 2009

At the risk of being predictable, I thought late December seemed like a good time to list some of my favorite things of 2009. First up is my favorite video game of the year: Batman: Arkham Asylum.

Available for Xbox 360, PS3 & PC; $50
For Xbox 360, PS3 & PC; $50

Before you spring off your computer chair in outrage, please keep in mind that I am a mere mortal who can’t afford (and doesn’t have time) to play every single great game that comes out. Another disclaimer: I’m a long-time Batman fan.

Then again, maybe my fervor for all things Dark Knight improves my credibility. You have no idea how long I’ve waited to play an actually good Batman game. I’ve played a lot of them, and this is probably the best one since the SNES game based on the animated series. And even that wasn’t really a classic.

So what makes Arkham Asylum different? The production value, for one thing. The story has a great comic book feel, including a plethora of Gotham’s supporting characters and dastardly villains, all while keeping the dark, brooding mood of the recent Chris Nolan movies. In addition, developer Rocksteady tapped the voice cast from the classic ’90s cartoon, including Mark Hamill as the Joker and Kevin Conroy as Batman.  Add in some brooding music and a creepy atmosphere best described as BioShock Lite (in a good way), and you’ve got one heck of an engrossing game.

My biggest fear going into Arkham Asylum was the setting.  An entire game in a prison? I expected to be bored with my surroundings in an hour. However, Rocksteady proved me wrong, stretching the seemingly one-note setting to include monster vines and fear-toxin fantasies. I should also note that the Alcatraz-like prison is massive, rewarding exploration with Riddler trophies hidden throughout the island.

Of course, I was also worried about the gameplay itself.  Previous Batman games have failed mostly due to an overemphasis on hand-to-hand combat and clunky, button-mashing controls. But for Arkham Asylum, Rocksteady opted to go all Prince of Persia / Splinter Cell on us, providing Batman with an arsenal of moves and gadgets to take out criminals with stealth and style.  Oh, and by the way, they got the beat ’em up stuff right too, with an excellent combo system that really captured the smooth, no-nonsense fighting tactics of the caped crusader.

Really, my only complaint about Arkham is the camera system. It’s not terrible, and works most of the time, but it’s so closely zoomed in on Batman that the game world gets a little claustrophobic. I understand that, in most of the movies, Batman couldn’t turn his head without shifting his entire body, but come on! Here’s hoping they get it right in the just-announced sequel.

Even with its (minor) flaws, Arkham Asylum unleashed the fun more than any other video game I played this year. If you haven’t had a chance to visit Joker and his friends yet, I urge you to head up the river immediately.

Stay tuned for my top music picks of 2009.

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