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A video game takes up more of our time than movies, TV, or books, but they have far less to say. Literally: while TV scripts have about 120 words per minute of dialogue, we timed several narrative heavy games at about 16 words per minute. Many of those words are aimed at giving the player game information, not plot exposition, but even so, games like Destiny waste the time they do have on instructional text or throwaway lines. Characters simply restate what's going on around them or make meaningless comments to cover the gap in boring sections of gameplay. Contrast that with the Witcher 3, which dispenses instructions in five words and then proceeds to tell a story. Good dialogue should meet at least one of four basic criteria: 1) Tells us about the world 2) Tells us about the speaker 3) Tells us about other characters, or 4) Moves the plot forward. When games have so few words to build their story, it's a shame to see those opportunities wasted on filler.
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Tagged under: Video Game Design,Game Design,Game Analysis,Game Writing,Game Narrative,Narrative Design,Destiny,Destiny Game,Witcher,Witcher 3,Witcher Game,Dialog,Dialogue,Game Barks,Audio Barks,Game Stories,Game Storytelling,Game Writer,Narrative Designer,Worldbuilding,Storytelling,Character Building,Plot,Exposition,Extra Credits,James Portnow,Daniel Floyd
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