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Writing

Dialogue Systems

by revfactory

A methodology for writing interactive game dialogue, covering character voice design, choice psychology, bark systems, and cutscene direction. Use when crafting NPC conversations, dialogue trees, or story-driven choice design.

1.2K stars420 forksAdded 2026/07/20

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README

Dialogue Systems — Game Dialogue System Methodology

Specialized game dialogue knowledge used by the dialogue-writer agent when writing NPC dialogue, choices, and cutscenes.

Why Game Dialogue Is Different

Novel dialogue is read. Film dialogue is heard. Game dialogue is chosen by the player. This interactive element changes everything.

Character Voice Design: VOICE Framework

Element Description Design Question
Vocabulary Vocabulary level and range What words does this character use, and which do they never use?
Opinion Attitude toward the world Optimistic? Cynical? Pragmatic? Idealistic?
Idiom Speech habits, punctuation patterns Distinctive exclamations, sentence endings, repeated expressions?
Cadence Sentence rhythm and length Short, clipped speech? Long, elegant sentences?
Emotion Emotional expression style Express emotions directly? Imply through actions? Suppress?

Character Voice Card Example

Character: Seasoned Mercenary Captain
- V: Heavy military terminology, minimal emotional vocabulary. "Operation," "retreat," "supply"
- O: Realism, mocks idealism. "Heroes die young"
- I: Habit of ending sentences with "...yeah." Frequent imperative sentences
- C: Short sentences, occasionally long monologues (when reminiscing)
- E: Never expresses emotions directly. Shows only through actions

Choice Design Psychology

Choice Type Classification

Type Description Narrative Function Example
Personality Expression Player role-playing Building character identity Kind/Cold/Humorous responses
Information Gathering Obtaining additional info World exploration "What does that mean?"
Moral Dilemma Irreconcilable value conflicts Emotional weight If you could only save one?
Strategic Choice Affects gameplay Resource/path decisions Frontal assault/Stealth/Negotiation
Relationship Choice Changes NPC relationships Social simulation Agree/Disagree/Evade

Choice Design Rules

  1. Predictable outcomes: Reading the choices should allow rough prediction of results. "Burn the innocent village" should not lead to a good outcome
  2. Emotional differentiation: Not all choices should be "nice words vs. mean words." Even with the same intent, the method should differ
  3. Rule of 3: 2-4 choices, optimal is 3 (proactive/neutral/aggressive variants)
  4. No false choices: If every option leads to the same result, the player feels betrayed
  5. Silence is also a choice: Treat "..." or timeout as a meaningful response

Designing the Weight of Choices

Weight = Irreversibility x Scope of Impact x Emotional Investment

- Irreversibility: Re-selectable (low) ~ Permanent (high)
- Scope of Impact: Immediate dialogue change (low) ~ Ending change (high)
- Emotional Investment: First-met NPC (low) ~ Long-time companion (high)

Bark System

Barks are short lines NPCs say automatically in non-dialogue situations. They are a key element that makes the world feel alive.

Bark Categories

Category Trigger Example
Idle Waiting near the player "The market is quiet today..."
React Reacting to player actions "Whoa, careful!" (during combat)
Ambient Weather/time/location changes "Looks like rain..."
Relationship Changes based on affinity High affinity: "Hail, hero!" / Low: "Hmph, you again"
Story Based on quest progression "The elder was looking for you"
Combat During battle situations "They're behind us!", "Need healing!"

Bark Quality Rules

  • No repeating the same bark: At least 3-5 variations per trigger
  • Maintain character voice: Barks also follow the VOICE framework
  • Information delivery: Naturally convey quest hints or world information through barks
  • Length: 1-2 sentences, 3 seconds maximum

Cutscene Dialogue Direction

Dialogue Density by Cutscene Type

Cutscene Type Dialogue Ratio Silent Direction Ratio Purpose
Opening 30% 70% World immersion, visual impact
Character Introduction 60% 40% Imprinting character personality
Pre-Battle 40% 60% Building tension
Twist/Reveal 50% 50% Shock + lingering impression
Ending 40% 60% Emotional catharsis

Dialogue-Silence Rhythm Formula

[Dialogue] — [Reaction shot 1-2 sec] — [Dialogue] — [Long silence 3-5 sec] — [Decisive line]

Absolute prohibition: [Dialogue][Dialogue][Dialogue] in succession — no room for emotions to build

Dialogue Format Standard

DIALOGUE_ID: D_[Chapter]_[Scene]_[Sequence]
SPEAKER: [Character Name]
EMOTION: [neutral/happy/angry/sad/fearful/surprised/contempt]
CONDITION: [IF flag_xxx == true]
VOICE_NOTE: [Acting direction — "whispered," "suppressing anger"]

[Dialogue content]

-> CHOICE (if choices exist)
  A: [Choice text] -> GOTO D_XX_XX_XX / SET flag_xxx
  B: [Choice text] -> GOTO D_XX_XX_XX / SET flag_xxx

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