Rock, Paper, Shotgun‘s John Walker hosts a discussion on story in games. The panelists are: Chris Gardiner head writer at Failbetter Games, IF writer and critic Emily Short, and Inkle founder Jon Ingold .
In this 2018 GDC talk, inkle‘s Jon Ingold outline the strategies inkle has to create the sci-fi detective game Heaven’s Vault.
“In a lot of games, conversation is provided as a static menu: a character has topics; the player clicks through them; conversation is complete when all have been clicked.Jon Ingold
How do we evolve conversation beyond this static paradigm?”
InkleStudio‘s Jon Ingold has written a sequel to his Sparkling Dialog talk, with 5 strategies for dialog gameplay.
Most narrative games employ a core mystery spooled out over the game to keep the readers curious and engaged. One problem with interrogative dialog is when the questions become a grind mechanic, and players feel obligated to “vacuum up” every last clue by exhausting the dialog options. NPCs are treated as kiosks rather than characters with agency who help drive the narrative.
Ingold offers 5 strategies to “keep characters feeling juicy, when the player simply wants to squeeze them dry”, including methods to transition in and out of conversations, and also allowing the NPC to take turns leading the conversation.
Read it on his Gamasutra blog.
Episode claims to have over 5 million active weekly readers.
There are 7 people in this GDC audience. LOL
inkJam18 saw 60 submissions, with the suggested theme: “It’s not what you think.”
InkJam19 will run from September 20th, 9PM CEST to September 23rd, 9PM CEST.
The theme will be revealed when the jam starts.