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Introduction
We've come a long way, and we're almost there! Telling a story can be pretty easy, but really grasping the ins and outs of what goes into proper narrative is a little bit more challenging. But that's why you have this guide! Before spit-polishing our final story, we need to tackle only one more hurdle!
The last section was quite big, where we delved into the most important aspect of story-telling – characters. But while we have all our parts laid out in front of us, what we really need is some glue to stick it all together – and that's where dialogue comes in.
Sticks and stones
Dialogue deals with WHAT and HOW things are said in the story.
So, the inevitable question: What is dialogue? Conventional definition is that it's a "conversation between two or more persons" – which is fairly accurate; but in terms of this guide, it's the focus on all discourse (i.e. all the words spoken). Furthermore, we'll also be looking at HOW things are said, because that's just as important as WHAT gets said.
Say it right
The following is going to be GAME-specific, as, lo and behold, games are our focus here. Just note that in film, books and theatre, the dialogue functions differ, as the different mediums have different ways of carrying messages across.
Narration
Narration is when a character (typically the protagonist) spills out an explanation to situate the player in current events. It serves as an introduction, interlude or reflection on aspects of the game not covered during gameplay or relevant cut scenes. Not to be confused with breaking the 4th wall, narration isn't necessarily talking specifically to YOU, but rather takes the form of personal record.
"I just walked into the room... I never expected it to happen…no one did…and it was on that day I knew what I had to do…"
Conversation
This is probably the most common type of dialogue, and also the most important. As per definition, this happens between two or more people as they communicate with each other. The reason this is most common and important, is due to the fact that this is where you learn about everything; who your characters are, what they're doing, how they feel about each other, what kind of relationships they have, etc. In games, this is the real beef of story, as it gives you as the player an impression of how your characters are tied to each other, the world, and the events they're a part of.
"I can't believe you!"
"Me!? What did I do?"
"That's my mother, Trevor!"
Explanation
Unlike conversations, explanations aren't a two-way thing. This is usually one character telling another (and the player) how something works, or how something happened, or what they're going to do. It's very much a one-sided thing, with possible (minor) input in the form of questioning. Also very common (mostly with the antagonist explaining his grand scheme).
"This was what I always wanted! But I knew, I KNEW that to have my dream come true I had to get you to see it in action…now you know, now nothing stands in my way, I will finally be able to be a free man once more, and all I had to do was…hahaha…with your MOTHER!"
Breaking the 4th-wall-ation
On the rare occasion, some games will do the unthinkable and acknowledge their own reality – that is, that it is a game. If a character makes reference to a 'player' or a realization that he's in a game, it's called breaking the fourth wall. This is where games talk to YOU, and is used for comedic affect. It was very common in the Quest and Leisure Suit Larry series of old.
"Whoever is playing this right now is a pretty sick person."
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