Conversations in mobile games

The copywriting department of the Krasnodar studio Plarium has done a little research on the role of dialogue in projects that are not focused on text, and shares the results.



There are mobile games that live with words: these are mostly interactive novels and dating simulators. Everything is clear with them, in them the text is the basic mechanics. As for genres in which the text is not in the first place, then most of the developers do not use the full potential of the dialogues, but there can be two types of them: NPCs with a player and NPCs among themselves. And each phrase is an opportunity to captivate with a story about the world of the game, to amuse, to evoke sympathy. We've highlighted the four main roles of dialogue in mobile projects, illustrated them with examples, and noted techniques that can improve the player experience.







Tutorial as a dialogue



The aim of the tutorial is to acquaint the player with the mechanics, interface and world of the game. It is also important because it is the first contact of the game with the player. They try to make the tutorial character charming so that the newcomer sympathizes with him, and therefore the game itself.



Usually in the tutorial there are one or two heroes who interact with the player through dialogue. This makes it possible to improve the narrative in the game - for example, to write a speech portrait of the character in order to highlight it or increase the player's emotional attachment to him.





Screenshots from AFK Arena



Mirael from AFK Arena is a tutorial and playable character. With the help of "hmm" and "hey" alone, the writer gave her image a liveliness and softened the imperativeness that tutorials often sin. For comparison, the screenshots below show a character with a different manner of speech.





Screenshots from the game AFK Arena . There is a difference? There is a difference!



But what if the tutorial character only appears twice during the game? Or if he should remain neutral, not draw attention to himself? This is a reason to refuse to compose a speech portrait of a character and use dialogues with him in order to show the tone of voice of the project - the manner of communication between the game and the player, her own voice. Dota Underlords Mobile and its charming, in its own way modest tutorial little crow will help us with explanations.





Screenshots from the game Dota Underlords Mobile



Voronenok sets a relaxed tone, using colloquial words and phrases built in a natural way. This maintains the bully style of Dota Underlords, which is all about showdown with bandits.



Dialogue as setting a quest



The most common questgiver is the NPC with his โ€œgo there, bring thatโ€.





Screenshot from the game Cat Quest II



Simple, understandable, and for some it may even be funny, but quickly becomes boring. When you are constantly being told what to do, you go with the flow in the game, skipping more and more text. How to fix it? For example, present the plot in the form of a live dialogue, as in Good Knight Story.





Screenshots from Good Knight Story



This dialogue has it all: purpose, backstory, motivation and humor. But jokes are not suitable for every project. Then you can write serious dialogues, but more often the developers still use a funny or ironic character - for contrast.













Screenshots from the game Age of Magic . Mmm, turnip ...



Dialogue as communication at any time



Players love to explore - go to all windows, click on items and other characters. To please inquisitive minds, the developers add different phrases that are displayed when you click on the hero.



These phrases are not fully dialogue, but the essence is the same: the user interacts with the character - he wants to know how he reacts, what he thinks. An example would be a motto, or catchphrase, in several variations.









Screenshots from the game AFK Arena



But the character can also address the player - right through the fourth wall! In form, this is more a dialogue than mottos, but in essence it is the same interaction.





Screenshots from the game Homescapes



Austin from Homescapes has a lot of phrases. The developers even report on the loading screen that the main character can be watched for hours: he constantly does something and says something, even if he is not touched.



Dialogue as a plot engine



Often, instead of a full-fledged cut-scene, the creators of the game make comic dialogue between two or three NPCs. This is a simple way to illustrate a plot change or a milestone.













Screenshots from the forum of the game Empires & Puzzles



Empires & Puzzles are not a visual novel, but a match-three, and don't let the amount of text fool you. On the forum of the game there is a topic where users are looking for screenshots with plot dialogues - at one time they skipped everything they could. How to make sure that dialogs are not skipped? Experts from books and the internet advise the following:



  1. 140 .
  2. โ€” , .
  3. โ€” .
  4. , .
  5. . , .
  6. ยซยป :)


As a successful example, in our opinion, we will cite the same Good Knight Story. The hero walked so well with his friends that he does not remember the events of the previous night. He travels from tavern to tavern and learns the details of his inglorious adventures. And most importantly, he can insert witticisms in dialogues and choose a line of behavior in simple scenes with bartenders.









Screenshots from Good Knight Story



What do you think about dialogue in mobile games that are not text-focused? What should they be? What pleased you personally (or thoroughly pissed you off)? Share in the comments!



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