AdvX 2018 - Jon Ingold - Sparkling Dialogue: A Masterclass

  Рет қаралды 35,999

AdventureX

AdventureX

5 жыл бұрын

Game conversations are all too often static and stagey: there’s none of the messy, fun and characterful back and forth that makes a conversation sparkle. Using Ink and assisted by Sally Beaumont, Jon Ingold (Heaven’s Vault, 80 Days) will create conversations that are dynamic, contextual and full of moments of connection.
A playable version of Jon's Blade Runner scene is available here:
assets.inklestudios.com/file/...
And the source code is here:
assets.inklestudios.com/file/...
AdventureX is the only convention dedicated to narrative-driven games. AdventureX 2018 was run in partnership with the British Library as part of International Games Week.
Follow Jon on Twitter here:
/ @joningold
Follow Sally on Twitter at:
/ sallybeaumont1
For more info on AdventureX visit us at:
adventurexpo.org
/ advxconf
/ advxconf
/ advxlondon

Пікірлер: 45
@UliTroyo
@UliTroyo 2 жыл бұрын
29:35 *Standard three choice "response" pattern:* • *Accept* - go with the current conversation ("Well, _my_ name is...") • *Reject* - react against the current conversation ("I'm not here for you.") • *Deflect* - change to a different conversation ("Tell me something...")
@betterinsodapop
@betterinsodapop 5 жыл бұрын
Fascinating and informative. It's reassuring that SOMEBODY out there in game development is thinking about dialogue. The folks from Bethesda could benefit from watching this presentation.
@NDavidGriffin
@NDavidGriffin 5 жыл бұрын
Absolutely fantastic talk. This Ingold guy is a treasure and someone should throw a lot of money at him to help make the next generation of AAA RPG titles really sing.
@sub-jec-tiv
@sub-jec-tiv 9 ай бұрын
It’s four years later, and still nobody has done this! 😂
@TheExao
@TheExao 5 жыл бұрын
Thank you for this, I agree with every bit of it. Especially important IMO: 18:30 "Because, if all of the meaningful interaction is happening in the subtext, then the text itself doesn't matter that much." 49:09 "Agency; we have to reflect a range of approaches, but it's the range that *we* give the player, not the range the player wants. That's crucial. They don't know the story -- *We* do." It's true, even though it may seem counter-intuitive for an RPG. One of my favorite RPGs is Deus Ex 1, and I would love to hear Jon's thoughts on the dialogue of this game. Typically (about 90% of it) the dialogue is as Jon described in this video. The subtext of a conversation usually stays the same no matter what you choose, but your choices add flavor and *might* alter how a character interacts with you later on... But the important part is the dialogue usually does not depart from its subtext, while the range of choices still succeeds at being diverse enough for most players. Another benefit to overloading the game with "meaningless" choices that the speaker did not cover, is that they help to conceal the more rare "real" choices, which do actually alter the story. And it's good that those real, story-altering moments are buried in conversations that only have meaningless choices -- because as a storyteller, you do not want the player to consciously (or even subconsciously) derive the outcome of every dialogue option with near perfect accuracy before those outcomes actually happen... Which is what happens in many modern games. If you can see right through it, it's not fun.
@joningold5256
@joningold5256 5 жыл бұрын
I love hiding game-critical choices inside non-game-altering choices. Pretty much the whole design of 80 Days and Sorcery! is this; letting people have fun, picking choices in a carefree, easy-going way and then, blam, having them think, oh crap, what did I just do...?
@Erilis000
@Erilis000 4 жыл бұрын
@@joningold5256 Love it. You gave a brilliant presentation and I learned a lot so thank you for that! Also, Sorcery! was a huge inspiration to me and has definitely changed how I view game narrative.
@Blamwellamum
@Blamwellamum 5 жыл бұрын
That was amazing. The general quality of video games dialogues is why I want to write video games, and this was a very useful demonstration. Thank you for that.
@Alkis05
@Alkis05 3 жыл бұрын
This guy is a top tier dialogue surgeon
@HoppingFun
@HoppingFun 5 жыл бұрын
Brilliant, thank you.
@ressana.8622
@ressana.8622 5 жыл бұрын
This was really fascinating & enjoyable to watch! Thanks for posting it.
@JoeCoo7
@JoeCoo7 5 жыл бұрын
Eye opening. Thanks so much for this!
@zed9zed
@zed9zed 3 жыл бұрын
It's so much fun when the speaker is witty and funny in addition to being knowledgeable!
@miaumiaumiauaa
@miaumiaumiauaa 5 жыл бұрын
Brilliant talk. Thanks a lot
@emilycare
@emilycare 5 жыл бұрын
Great thoughts here!
@ryanheath9974
@ryanheath9974 7 ай бұрын
Hot damn, THIS is how you deliver a talk.
@r2cris
@r2cris 4 жыл бұрын
Thank you so much
@timsoretofficial
@timsoretofficial 5 жыл бұрын
Thank you.
@shtml54
@shtml54 5 жыл бұрын
I know you must be going through immense pressure. But no matter what anyone's says, don't rush your masterpiece. We're willing to wait for greatness.
@Alex-op2kc
@Alex-op2kc 5 жыл бұрын
Looking forward to Heaven's Vault.
@WhiteNorthStar1
@WhiteNorthStar1 5 жыл бұрын
so funny and useful... great speaker, :)
@agneskener9977
@agneskener9977 5 жыл бұрын
this is fantastic, thanks!
@jorislemoine1488
@jorislemoine1488 3 жыл бұрын
Fantastic talk! I've never heard anyone give such a clear mission statement to game writers: look at the subtext! The only reason we're used to a crappy standard of dialogue in games nowadays is that studios have refused for the longest time to invest in the kind of writers/dialogue designers/narrative designers (whatever you want to call it), who can wrap their heads around the subtext of a conversation, and who can make it work for them. What studios want is functional dialogue: dialogue that carries the plot, that points the player in the right direction, that acts as a road sign rather than an actual conversation. Real conversations have stakes. You can lose face. Every conversation is identity-confirming. But you cannot really ask the player to do this with a fictional character unless they have been immersed in the character themselves. Otherwise, the player will do one of two things: default to their own identity in lieu of that of the character, or choose the most random answer proposed to them. But dialogue is also a very strong tool for immersing a player, so there's a bit of a chicken and the egg thing going on here. I like the idea of thinking about dialogue options as "accept, reject, deflect" options. It's elegant. And it can work. And you can crank the modal gears in such a way that either one of those options is jokey, serious, blatant, nuanced, subtle or punchy, whichever you need for a character. But I would say, don't overlook the importance of body language. The response to a sentence shouldn't always have to be another sentence. Which is why the "no" option in the first two story beats could just as well have been a stoic silence.
@sub-jec-tiv
@sub-jec-tiv 9 ай бұрын
Wish Bethesda had hired him to come in for 3 months at the beginning of development on Starfield. Just to train their writers how to use these types of systems. (Which could certainly be done in their engine… maybe not as easily as in inkle, but could be done, as it’s all just logic.) Then, after several months of putting the writers through a bootcamp on how to structure convo, they’d be able to write using those ideas, for the rest of the project. I really do wonder which AAA studio is going to pick up on Mr Ingold’s ideas. It’s insane that his GDC talks on open-narrative/quest structure have been available for years, and we still get… what we get, from AAA studios. "Hi i’ve been waiting here on my porch for you to talk to me, and because you’re the only person who does things, i need you to go kill a werewolf in the forest. Bring back the wolf’s head. Go on now, fetch!" 😂 There is a better way. I’m convinced his ideas will eventually become more commonly used, to allow better interactions and storytelling.
@R2Tbag
@R2Tbag 5 жыл бұрын
Westworld 🖐🎤
@gordo6908
@gordo6908 3 жыл бұрын
are there any talk like this for games without dialogue?
@EmmanuelEytan
@EmmanuelEytan 4 жыл бұрын
Does anyone know where the Ink function "came_from" comes from? It's not documented anywhere. It's not in the offical "Full documentation" of Ink and it's not in the unofficial Ink cookbook.
@michaelcarychao
@michaelcarychao 4 жыл бұрын
=== function came_from(-> x) ~ return TURNS_SINCE(x) == 0 TURNS_SINCE(KnotName) returns how many turns since the knot was visited. -1 means never seen, 0 just seen, etc.
@ifcoltransg2
@ifcoltransg2 9 ай бұрын
I believe you can insert it as a snippet from one of the menus in the Inky editor, too.
@jedthompson6442
@jedthompson6442 5 жыл бұрын
Is there a version of this software that is able to be used for our own interactive dialogue? It would be really helpful for one of our university projects
@Whitecroc
@Whitecroc 5 жыл бұрын
I think he mentions where you can download it at the end of his talk, if it doesn't cut away before that.
@ifcoltransg2
@ifcoltransg2 9 ай бұрын
The keywords to search for are 'inkle ink language', Ink is free and has integrations with a few game engines.
@still_vill
@still_vill 5 жыл бұрын
so i have a problem with how he gets into the writing of a game. I believe writers of video games need to go into writing 1 of 2 ways. 1. Am i writing a story for the player? 2. Am i making a story for the player to write? he’s talking about writing a story for a player that wants a pre-made story where what i say doesn’t effect the game. the real question is, Can i make subtext for the actions a player chooses that effects the story. Many games aren’t about going through the story, its about making your own.
@joningold5256
@joningold5256 5 жыл бұрын
So - the example above is the simplest case, I think, but is roughly what the AC:O example is doing in terms of gameplay. You could imagine the choices in the BR example having lasting effects on your relationship with Rachel, say. To your wider point; yup, as you introduce strategies for the player to adopt, the conversations get wider. Handling that without losing your subtext is hard! But so, so worth it. See our next game Heaven’s Vault for non-hypothetical examples next year. (It’s an archaeological detective game, so has lots of questions and facts and stuff)
@still_vill
@still_vill 5 жыл бұрын
​@@joningold5256 appreciate the reply! I feel like a game that handles subtext quite well is the witcher 3. (not all the time, but most) What movies do really well is have the scenery, pauses in conversation, and moving around the focus of the story to different objects to tell a story. games suck at that for the most part. most games feel like its 2 characters in an interrogation room where both the player and the NPC are facing each other. The scenery mean so little and their choices don't effect the area around them. one of the companies that tends to do this the worst is bethesda. Zooming in on an NPC's face while i talk to them about slaughtering everything they hold dear with no change in their position around the room or even stance is so horrible. Not to mention the horrible looping of conversations. I honestly think NPCs need to react to someone asking to clarify something too many times. example: the player is talking to an npc about getting a cup from the shelf Player: where is this cup i need to get? NPC: in the kitchen on the shelf on the right... Player: Where is this cup i need to get NPC: i already told you, piss off. NPC ends conversation. nonetheless, I really think you are heading into the right direction with finding subtext in conversations to be super important and doing fantastic work in changing the perception of writers for games. I really hope they change their perception on what a conversation is, Not Transactional but emotional, and the environment around them also changes the emotions of the player and npc.
@joningold5256
@joningold5256 5 жыл бұрын
I thought the Witcher did a good job at this stuff. The choices in particular almost always had some real substance to them. And the static thing is soooo true; we're constantly battling that in Heaven's Vault; trying to make sure conversations have the sense of importance they need to hold the focus. It's hard work, but I think we're getting there!!
@still_vill
@still_vill 5 жыл бұрын
@@joningold5256 without a doubt its hard to do. definitely moving focus away from the players towards the conversation topic (if someones talking about stealing a ship, point the camera at the ship) helps. but too much of that can get annoying if you have the player that wants to skip dialogue too much.
@joningold5256
@joningold5256 5 жыл бұрын
I'm doing a lot of looking to TV for reference - especially cheap TV, like sitcoms. They often have a couple of fixed cameras and mix in some close-ups, but mostly it's about keeping scenes really really *really* short, and making sure they're pacey, and funny, and whatever. The performances and the writing elevate the content massively, which circles back to what I was talking about here: good, snappy writing can totally change how something feels.
@reftu7856
@reftu7856 Жыл бұрын
People 'hate' the three choice system. Fallout 4 was a great example on this. Players can accept, reject, or deflect by asking questions, but in the end all responses lead to the same conclusion, just as shown in his presentation. As a player, I'd rather much prefer to make a choice when things really do matter. In Wings of Liberty at least players could make different 'meaningful' choices, even though it didn't impact the ending overall. The choice had consequences. Without consequences, it's not really a choice.
@Whitecroc
@Whitecroc Жыл бұрын
You need to make a distinction between dialogue and player choices. The talk is about how game writers might improve the quality of the actual dialogue, the nitty-gritty, the back-and-forth between characters. Major choices don't really play into it. In addition, "Accept, Reject, Deflect" is a *design pattern* (which in turn is a term of art describing a kind of abstract template one can use for solving a problem). It's not intended to be used for everything. Think of it as a rule of thumb for what kinds of responses are appropriate for a player to have access to in a standard scene without any frills.
@horrido666
@horrido666 5 жыл бұрын
Game story writing is universally horrific. I don't even read or follow along anymore - I havent for decades. Gameplay is why I play computer games. The fiction is pulp at best. Seriously the only meaningful story moment in my 40 years of computer gaming was when I was kicking back after finishing Portal, and that song came on. That shouldn't count because music. What a moment that was though.
@Whitecroc
@Whitecroc Жыл бұрын
I know this is 4 years late but I hope you've changed your mind on this. There are a lot of games with excellent storytelling going on -- in fact, AdventureX is all about storytelling in games! You could do a lot worse than trying one of the writer speaker's games, for one. 80 Days is the usual recommendation, but I'm more partial to Heaven's Vault (which I believe the VA is in, too -- which I should know because I expect it's mentioned in the video...).
@ryanheath9974
@ryanheath9974 7 ай бұрын
memberberries, go play Disco Elsium, it'll blow you socks off.
@dexterdextrow7248
@dexterdextrow7248 2 жыл бұрын
How to construct completely pointless and unsatisfactory choices in games. Dear lord do I hate the sorts of dialogue trees he's describing. Hopefully people who will actually have anything to do with the industry don't listen all to hard... Because this design leads to a horribly unsatisfying experience for any gamer who's remotely critical or diligent.
@Whitecroc
@Whitecroc Жыл бұрын
The choices presented in the talk are to illustrate design patterns. Don't read too much into it.
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