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An Opinion on Writing Better Dialogue

I think RPG dialogue (both commercial and amateur) ranks worst in comparison with the other game genres. Below I've written a few helping guidelines on what I think would improve dialogue overall. Don't take them too seriously, as, in the end, all this comes down according to taste. Nevertheless, here's my opinion (I might add more):

1. Avoid using overly obvious expositions.


For those who don’t know: what is an exposition? It is dialogue whereby a character elaborates on some given subject for the benefit of the reader, but which is blatantly obvious to the characters in the story.

EXAMPLE:
Dude 1: Dude, give your report to Major Exposition. He’s the head of our super secret task force, and you can find his office in the left wing of the Administrative Unit.
Dude 2: Dude, I know. I’ve been working here for twenty years.

Nearly every commercial RPG game I’ve played does this, which is probably why a lot of people who make games in the community, don’t hear it as sounding very silly. Exposition is unavoidable, else risk making your story incomprehensible. But try and be subtle about it.

EXAMPLE:
Dude 1: Dude, Major Exposition is going to want to see this report right away. You’ll have to go through the left wing of the Administrative Unit, since security is blocking the east corridors for renovation. I’d complain that he’s overly paranoid, but he’s the boss.
Dude 2: Dude, totally.

2. Try to avoid melodrama.


Now this is more dependant on taste, but it makes me nauseas reading through cheesily written melodrama.

EXAMPLE (this was written by someone in the community. I mean no offense to you, but I thought it was so perfect an example)

Drama Queen: "I shall have neither sleep nor rest until the day when this creature of darkness speaks the words of repent!"

Really, who talks like that? It’s so campy, and if not that, certainly stilted. I’m not saying that you should avoid writing impassioned dialogue, just try not to go over board.

3. Regarding colloquialisms (slang) and proper English.

It is alright to use slang. Why? Because ordinary people use slang. Who uses copasetic English? Not ordinary people.

EXAMPLE:
Surfer 1: Being pragmatic, professionals often reuse blocks of material from previous reports. A good writer can do this well, but a less accomplished writer easily succumbs to a clumsy kind of self-plagiarism.
Surfer 2: Indeed.

Obviously, how much slang is in a character’s dialogue is dependant on that character’s intelligence. One further note, slang is a good way of indicating age. To emphasize a character’s youth, have him use a lot of slang. The opposite is true with the more mature.

4. Regarding profanity.

Again, this is a matter of taste, but I think a little profanity is okay. But, I would stick to the less egregious words like: damn, goddamn, bastard, etc. I’d avoid the following (and all variations thereof): sh*t, b*tch, f*ck. Why? Well, because those last three are very strong and very grave words. And to see a tiny pixilated character saying, “F*ck that motherf*cker b*tch!” in earnest, is really silly.

5. Avoid dialogue repetition.

By this I mean, don’t have a character repeat a statement said by a previous character only reworded into a question:

EXAMPLE:
Woman: A man’s in trouble!
Man: There’s a man in trouble?!
Woman: I just said that.
Man: You just said that?!

It really slows down a scene, so just try to avoid doing this. It’s creating more words to be read without adding any new information.


6. Regarding emotions, avoid being overly theatrical

I think a lot of Japanese made RPGs are overly theatrical when it comes to emotion, especially with regards to dark, gloomy characters. The following is a line from Kingdom Hearts 2.

EXAMPLE:
Guy: I'll get him. This time we settle it. Me, and the one who embodies all the darkness in me.

Clearly, this is much too theatrical. Very, very, very few people would express themselves in these terms. Think about it: if you were confiding to a friend about some trouble you’re having, would you ever tell him that there’s a “darkness” inside you? Try to keep your characters’ emotions grounded on firm terms.
 
Nice little guide. I'd suggest providing more "psotive" examples, like you did in the first one, for the other sections. You could also expand on how to avoid things, like the swearing.

For instance, if I see someone have f*ck in their dialogue, I want to go to their house and punch a fucking hole through their bed, fill it with a bucket of piss, and laugh when he falls through into it at night.

If you're going to have the swear words at all, write them out. Although your best bet is to avoid them altogether. I've never played a game or read a story where the swearing was absolutely essential- even if the character does swear, there are clever ways of avoiding plainly writing it.
 
It's perfectly possible to create new swear words that can sound insulting without being traditional no-go words for public television. A little research into that by a writer can be worthwhile. Many sci-fi or fantasy shows use that method. Some create variety using the words we know instead, such as World of Warcraft's orc insult - "so and so thinks you are the son of a motherless ogre" or the more traditional "son of a motherless goat" which I think has Arabic origins. Ofcourse neither of these are examples of material necessarily good to use - it depends on the style of game and writing you're dealing with.
 
Scribblette said:
It's perfectly possible to create new swear words that can sound insulting without being traditional no-go words for public television. A little research into that by a writer can be worthwhile. Many sci-fi or fantasy shows use that method.

And it sounds stupid in every single one of them. Honestly, they'd be better off bleeping the damn word... especially since you can ALWAYS tell what word it's standing in for simply from the context.

A perfect example from one Larry Niven's (who, by the way, IS an excellent writer) Knownspace books... "tanj" which is an acronym for "their ain't no justice."

Useage:
"No tanjin' way."
"Tanj you man!"
"Oh tanj!"

I could go on... but if you read the books you can see that the word is CLEARLY a stand-in for "fuck." Everyone knows it, so, honestly, if you're going to say it... just say it rather than inventing a surrogate. And like Serenade said, don't write things like f*ck. That's even MORE stupid than inventing a surrogate word.

If you want to avoid insulting people with excessive swearing... avoid swearing whenever you can. There are lots of insults that use no swear words at all:

"You have the intellectual capacity of my toenail clippings. Your mother must be proud."
"You motherless cur/goat/honey-glazed barbeque wing!"
 
Nice! Your examples were quite funny.

I pretty much agree with the points most people have made about the swearing issue. No sense censoring it or replacing it with shitty custom curses. I think a lot of it depends on setting too. Most of the cursing in IG2 was easy for me to accept cause of the future sci-fi setting...but I have trouble accepting "fuck" in a medieval setting. It just seems too modern, even though I know it's a very old word.

Still, I have the characters in MotW saying "shit" and "bastard" quite often, so I guess I found some kind of happy medium.
 
Which is why I used the example of a motherless goat, etc, where no swearing was involved. I was personally thinking of words that would replace "shit", rather than f*ck, for those who'd like to sound a little original. Obviously if you overdo it and are replacing the main f word all over the place, that's rather daft, and I agree with you on the rest.

I always liked the swearing in Conan.
 

Alan.

Member

I think that "custom curses" can actually help develop the world in your story. In the rm2k game The Way the characters will say "lands" instead of "damn". This emphasizes the point that the people are cursed to wander The Way forever. The characters will also say "flaming fires of Janwen" instead of "holy crap". Janwen was a city with a legendary destruction. So the point I'm trying to make is that different cultures have different curses. If you want your game to have a unique world you should have unique curses, but don't just substitute words; make them have meaning.
 
Something like "Flaming fires of Janwen" can work. Cause that's like how we say "Oh my God!" It's part of our upbringing. What gets on my nerves is when a custom curse is obviously replacing an existing one. The random chinese gibberish in Firefly, for example. It's just distracting.
 
As for substituting curse words with alternatives, you might be able to, if your dialogue is a bit "high brow", pull off a Hemmingway. He'd replace curses with words like, "indescribable, unprintable, unnamable, and obscenity," modifying each to fit as noun, verb, adverb, and adjective as the context would permit.

Examples:
"Go obscenity thyself."
"I have an indescribable and unprintable hunger."
"...that we blow up an obscene bridge and then have to obscenely well obscenity ourselves off out of these mountains..."

It worked well enough for a book, but for RPG dialogue, who knows...
 
The last example there boggled my head as I read it. I imagine mixing them up a bit may be more appropriate.

A big problem with curse words is that they are often very culture influenced. Words like f*ck, b*tch, sl*t, sh*t, etc. are very American words. Where in the UK they might say: "You wanker!", "Bugger off.", "Bloody hell..." and the like.

If you have a rash character who'd use such profanity, it would be a good idea to pick words that help convey his nationality as it would benefit in character development.

But, to be graciously honest, i've never seen a curse word higher on the list than 'Bastard' be appropriate in any commercial RPG. So if you are stepping beyond that line, be sure that its crucial to the storyline/character development. Otherwise i'd suggest taking a tip from the Pros and cutting it.
 

Ter13

Member

Dude 1: Dude, Major Exposition is going to want to see this report right away. You’ll have to go through the left wing of the Administrative Unit, since security is blocking the east corridors for renovation. I’d complain that he’s overly paranoid, but he’s the boss.

Yeah... I'm going to go with How about not with the above example. Though, I agree with the concept.

Try something like this:

Dude 1: Dude, Major Exposition is going to want to see this report right away. Though, watch out for the east corridor, security's crawling all over that hallway... The paranoid bastard...

I mean, you have all the elements you mentioned here. You have colloquial phrases "crawling all over", no repetition (corridor->hallway) swearing/slang (bastard), and on top of that, it tells you where to go without making it blatant.

There is generally nothing wrong with explaining a complex notion in detail, though. I always like taking a philosophical tangent in a game every now and again.
 

Kest

Member

The Hemmingway post is amusing combined with the Hobbes avatar.

Ter13":3it5ga4w said:
Dude 1: Dude, Major Exposition is going to want to see this report right away. Though, watch out for the east corridor, security's crawling all over that hallway... The paranoid bastard...
Yeah, that looks much better... I thought his second example seemed awkward too.
 
Ter13 said:
Dude 1: Dude, Major Exposition is going to want to see this report right away. You’ll have to go through the left wing of the Administrative Unit, since security is blocking the east corridors for renovation. I’d complain that he’s overly paranoid, but he’s the boss.

Yeah... I'm going to go with How about not with the above example. Though, I agree with the concept.

Try something like this:

Dude 1: Dude, Major Exposition is going to want to see this report right away. Though, watch out for the east corridor, security's crawling all over that hallway... The paranoid bastard...

I mean, you have all the elements you mentioned here. You have colloquial phrases "crawling all over", no repetition (corridor->hallway) swearing/slang (bastard), and on top of that, it tells you where to go without making it blatant.

There is generally nothing wrong with explaining a complex notion in detail, though. I always like taking a philosophical tangent in a game every now and again.

You're missing the fact that you can't go through the east corridor and you failed to tell the player the alternative method. So I think your example is actually worse than Milo's.
 
Volrath said:
Something like "Flaming fires of Janwen" can work. Cause that's like how we say "Oh my God!" It's part of our upbringing. What gets on my nerves is when a custom curse is obviously replacing an existing one. The random chinese gibberish in Firefly, for example. It's just distracting.

That's exactly what I mean. Creating exclaimations and things like that that fit the world... that's awesome. I mean... the hero in some polytheistic is not going to refer to the Judeo-christian god, Yahweh. He's going to swear by HIS god. Or by something that has significance in the setting. That kind of exlaimatory swearing works and adds flavor.


Prexus":19qwuqfk said:
A big problem with curse words is that they are often very culture influenced. Words like f*ck, b*tch, sl*t, sh*t, etc. are very American words. Where in the UK they might say: "You wanker!", "Bugger off.", "Bloody hell..." and the like.

If you have a rash character who'd use such profanity, it would be a good idea to pick words that help convey his nationality as it would benefit in character development.

But, to be graciously honest, i've never seen a curse word higher on the list than 'Bastard' be appropriate in any commercial RPG. So if you are stepping beyond that line, be sure that its crucial to the storyline/character development. Otherwise i'd suggest taking a tip from the Pros and cutting it.

Agreed on all counts. You really are better off trying to avoid major swear words if at all possible.
 

Cygnea

Sponsor

My main problem with writing dialogue, both in my game and stories, is that I almost always end up making it an extension of the paragraph. A better explanation: I have a hard time giving each character a distinct, unique way of talking so they all end up sounding the same and I have to keep going back and rewriting it. ':|

As for the issue of swear words, I haven't come to the point where I needed to use them, but it's always a careful line between using them tastefully (that might not be the right word) and putting them in just for shock value.

I think coming up with your own phrases is a good way of making the player more involved in the story, as long as you can work it in believably and make it sound good.
 
Myonosken said:
For example, its fine to say ...

"..."

...in a better game, or at least one that appears to centre on a topic or idea that isn't just "Lol kill Queen".

Yea, you're right. If you have the ability and the context of your game allows it, there's nothing stopping you from writing in very formal language. I think my main point, though, regarding bullet 3 is that the formality of speech should be a reflection of character.

I think Phylomortis is the perfect negative example of this (and I mean no offense to the creator).

**I've added a new bullet after reading a short excerpt from Kingdom Hearts II
 
Kingdom Hearts in general is a good source for anyone looking how not to write dialogue. I bet the last boss in the first one says "Darkness" about thirty times in his final monologue. Sorry if anyone feels like I'm attacking their childhood (that tends to come up when criticizing these games) but it had to be said.
 

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