Thursday, 2 February 2017

Task 3 - Creating Dialogue For Games

Game dialogue sources
As technology evolves designers can make more realistic 3D models further expanding their potential to express verbal dialogue in video games.
Cinematic cut-scenes in video games have become more distinct today because of enhanced technology. These cut-scenes are heavily motion captured because it brings more authentic feelings to a scene that is presented by an actor/actress. This dialogue is given to the actor/actress via a script and the actor/actress carries the importance of the words. For example, Nolan North as Nathan Drake in the uncharted series. North is one of the best professional voice actors in the world, and for this reason his talent and experience contributes a complex expressive tone to a script that might be mediocre. Overall increasing the player’s experience.   

Dialogue doesn’t always come in a cut-scene or is even spoken. RPG’s normally don’t use spoken dialogue but developers fill them with tones of written dialogue which the player can skip. Dragon Quest 9 has both written and spoken dialogue. When I first played this game I was astonished by all the written dialogue compared to other RPG’s like this (Pokémon, 1995). The dialogue felt different to these games as they expressed a characters motives and personality in quality of language. Some characters have better language skills than others like sophisticated words, or some have accents like “ay! Come ‘ere”. Although fans weren’t too happy with the seriously vast accents in the game. Personally when playing this game I felt the large quantity of written dialogue made my experience feel like a book. I started to act out the dialogue myself to help and I felt like I was more involved. Overall I enjoyed my experience more.

Verbal elements
Verbal elements is a large contributor to express a video games dialogue. Two types of verbal element in video games is narration and monologues. A famous narration form a video game is Ron Perlman (Fallout 3, Bethesda 2008) "War never changes". The intro to Fallout impresses the player with the weight of Ron Perlman’s oaky voice, along with remarkable visuals of Fallout’s wasteland. Although Fallout’s huge world has vast dialogue from multiple characters, the quote from the intro “War never changes” lingers with the player, as choices a player makes can change the world or involve with betrayal and death. Playing this game myself I found that the narration also stayed with me. Roaming Fallouts world myself and looking at the aftermath of nuclear war gave the narration importance, cleverly making me reminisce the intro and where my journey started.  

Monologues are long speeches by one actor. A monologue by on of video games most sinister characters Vaas (Ubisoft’s, Far Cry 3, 2012) is an iconic monologue surrounding the actions the player has previously made. The player must kill pirates on an island to rescue civilians. Mid-game Vaas captures the player and the monologue follows: “Did I ever tell you what the definition of insanity is? 
Insanity is doing the exact... same fucking thing... over and over again, expecting... shit to change.
That... is crazy; but the first time somebody told me that...I dunno, I thought they were bullshitting me, so boom - I shot him. The thing is, okay... He was right. And then I started seeing: everywhere I looked, everywhere I looked, all these fucking pricks, everywhere I looked, doing the exact same fucking thing... over and over and over and over again thinking: "This time, it's gonna be different; no, no, no, no, no, please... This time it's gonna be different." 

"...I am sorry, I don't like the way- (Punches crate aside violently, his agitation towards Jason Brody is visibly growing) -you are looking at me... Okay, do you have a fucking problem in your head? Do you think I am bullshitting you? Do you think I am lying? Fuck you! Okay? FUCK. YOU!  It’s okay, man. I'm gonna chill, hermano. I'm gonna chill... The thing is... alright, the thing is: I killed you once already... and it's not like I am fucking crazy. It's okay... It's like water under the bridge. Did I ever tell you the definition... of insanity?" This maniacal rant shows a metaphorical mirror reflecting the actions between the player and Vaas, the similarity is the unending killing both do. After the encounter the player goes back to the killing cycle. The ellipsis by Vaas "definition of insanity" has become one of the most famous quotes in video game history.

Playing both these games I believe that monologues are better than narration, I understand narration can have a dramatic effect on a story. Ron Perlman’s narration in Fallout 3 carries thick emotional weight becoming almost like a rule or slogan for the game. Although nobody can disagree that Vaas’s monologue in far cry 3 is terrifying as the player can visual see the facial expressions of the character, like the intensity in his eyes as he describes to the player his theory of the definition of insanity. This has an incredible impact on the story further entertainingly implements a player’s experience.




Script writing
A script will consist of stage directions/actions and dialogue. For this reason, they are written in a different form. Each of these distinctions are laid out different. The paper will be A4 and the text will be in the middle of the page. The size of the text will be 12, a special script writing front is on Windows word. Although I like using Trebuchet MS as the text is bold with enough spaces between words so the reader doesn't lose focus. In a script first comes page number (the number of the page). Next is then scene number. Then a scene header (a quick description of where and when the scene takes place) which is given an underline. A character’s name just above the dialogue along with transitions for example, (CUT TO:). Actions are written in the present tense for example, (Fred goes to Shaggy).  
Script
I used my story from task 2 which I made into a script for this task. Here is a scene from my script: (Disclaimer - the text format may be different as I am writing this script in a word document) 


Harper shook off the previous night, sprawling from bed and stretching her arms out, she smiled and looked out towards the window. RRRRIINNGGHH! The motel phone rings besides the bed.





Harper


Hello?





A stressful voice answers back.





Voice


Harper is that you? It’s your aunt.





Harper


Oh, auntie betty





Auntie Betty


Yes girl! Where are you? How are you doing? When are, you coming back?





Harper


Slow down Aunt Betty, I’m safe I’m in a peaceful motel surrendered by tall trees and a lake.



Auntie Betty

Motel! With prostitutes, gangsters and murders!

Harper

No aunt betty its safe a couple called the Shinobi’s who run the place are looking after me, there finding it hard and have told me I can work receptionist whilst I’m here.



Auntie Betty

That’s good you have a job… Yes well!... When are, you coming back?

Harper

I’m sorry Aunt Betty I don’t know… but I’ve got warm clothes and two thousand dollars in savings I’ll be alright.



Auntie Betty

*sniffles, well okay… but you must call me often!



Harper

Yes, I will aunt betty I promise.



Auntie Betty

Good, now I’m going to play bingo with the gals, call me soon bye.



Harper

Bye Auntie Betty.


As Harper puts the phone down she smiles again after talking to her Aunt letting her voice sink into her head, but then she sees the picture she was clenching the night before and her smile slowly slips away. She reaches for it along with other clothes trying not to notice it and she quickly puts it back in her grey suit case.

Reflections on finished game dialogue.
Overall in this scene I wanted to create a connection between the characters that I could show the player. Although both are on the phone and I could only describe the facial expressions and action of one character. I focused on elements of storytelling used in Dragon Quest 9, the accents I chose was a Manchester accent as I have knowledge of this accent because it is my own. Using this element of storytelling I was capable of expressing a character feeling through speech.

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