Branching Dialog with NPCs
Description
My goal with these branching dialog sheets was to develop my authorial voice and a series of steps for penning conversations effectively and efficiently.
(NOTE: URL at the page’s bottom contains a folder for branching conversations with NPCs.)
For penning lines for unique NPCs, I considered the following:
- Determine what kind of person your NPC is on the outside
- Dig into your NPC's inner life
- Figure out the situations your NPC may have found themselves in and is compelled to comment on
- Map out the environments the NPC is used to traversing and talking about
- Relay your game’s theme and fantasy via the NPC's lines
- Write, edit, rinse, and repeat
—
Some samples:
[When Player Asks Them If Guards Annoy Them]
These dents on my armor tell many a salient tale. Should you wish to know more about them – and this town – another coin wouldn't hurt.
(The exchange would play out and look like the conversations in 3D action RPGs such as ELEX and The Witcher 3.)
[When Player Tells Survivor They Dodged A Bullet]
Not a bullet, M… Ms. Maule, but several from my pa's rifle when he saw that I was late for work today.
(The exchange would play out and look like the conversations in adventure games such as Syberia: The World Before and Life is Strange: True Colors.)
[When Player Asks for Mysterious Man's Name]
I'm the one to whom you owe yer life, and at least a grand or two. Least that's how much money I ought to get for all the trouble I went through to fish y'out of the Chesapeake. Doc Murley at yer humble service.
(The exchange would play out and look like the conversations in CRPGs such as Disco Elysium and Arcanum: Of Steamworks and Magick Obscura.)
Role
Writer
For
Myself
Date
4/1/2024 (Last Updated)