ABSTRACT

Trying to avoid clumsy game dialogue is particularly diffi cult, as there is often a huge burden put on dialogue as the sole driver of the game’s narrative. Perhaps not yet as developed in terms of visual storytelling as fi lm, where a couple of shots may convey several key story elements, games often rely upon dialogue to not only move the narrative forward but also to provide a great deal of instructional information to the player. Games also tend to operate within very well established genres (action, space opera, Tolkienesque fantasy, etc.) where it is hard to avoid cliché. Even if you are an experienced writer, this is challenging!