issue 22 // volume 42 Flawed by Design: Use your words > Chopping down dialogue trees Adam Tatelman Arts Editor M any video games concern themselves with creating an avatar for the player, usually by offering some level of customization in the areas of character appearance and skill specialization. Most often, these games will allow the player to choose between different dialogue options when in conversation with other characters. On paper, this seems like a great idea—giving the player a wide range of potential responses allows them to further shape their character and the surrounding narrative. However, this is often handled in a stunningly amateurish way, counter-intuitively wrecking player immersion through lack of clarity. The idea of dialogue trees is actually older than most people think. Isometric top-down RPG’s like the original Fallout, Baldur’s Gate, and Planescape Torment offered many and varied dialogue choices in virtually every interaction. This was much easier to accomplish because these games mostly used text boxes instead of voice work. The text boxes had room to show exactly what words would come out of the player character’s mouth for each option. This allowed players to weigh their options very carefully, and select their options according to the situation. The problem with modern dialogue trees in fully-voiced RPG titles like Mass Effect, Alpha Protocol, or Fallout 4 is that there are no longer text boxes to show players exactly what each response will be. Instead, players are left to intuit the general tone of the response through general one-sentence summaries. This often leads to players misunderstanding the content of an option, which results in an out-of-character action or sentiment that runs totally contrary to the character archetype the player is trying to imitate. Say you are roleplaying a married soldier. You miss your wife, and you are lonely. You strike up a friendship with a soldier of the opposite sex, choosing the dialogue options you think sound most friendly. To your surprise, the other soldier thinks you're hitting on her. You hadn't meant for that, so you choose the dialogue option that reads “I’m married,” only for your character to call the other soldier a trollop and tell her to go trolling elsewhere, along with a bunch of screed you never intended to say. Now that character will hate you for the rest of the game. Poor communication kills, it seems. Another immersion-breaking fault found in real-time, fully voiced dialogue exchanges is the way characters stare blankly into space while waiting for player input to cue the next line, This looks very robotic, even though these are supposed to be human beings in conversation. Having the characters do stuff while they talk would go a long way towards making them seem For the love of the craft > John Vaillant talks non-fiction Adam Tatelman Arts Editor n February 23, local Vancouver wordsmith John Vaillant met with creative writing students in Douglas College’s Aboriginal Gathering Place to discuss the writing and publishing of his award winning books The Golden Spruce, The Tiger, and The Jaguar’s Children. After a brief introduction, Vaillant discussed the research that went into the writing of his first novel, The Golden Spruce. He was inspired to write the story after hearing about Grant Hadwin, a logger who cut down the Kiidk’yaas—a sitka spruce tree with golden needles—in the Haida Gwaii archipelago. Hadwin had intended to make an anti-logging statement, but the tree was of special significance to the Haida people. Although he was arrested for his crime, he later disappeared. Vaillant visited the Haida Gwaii people to ask permission to tell the story on their behalf, and he was invited to take part ina pole raising ritual in honour of a fallen Haida tribe member. Vaillant included the funeral ritual in The Golden Spruce, and made his description of ita selected reading during the talk. The reading was very engaging, offering an excellent sample of Vaillant’s imagistic writing style, as well as his concise and poetic prose. Such writing may seem effortless when read, but Vaillant stressed that this is always the result of many revisions. He reportedly completed his first draft of The Tiger in six weeks, but it went through two years of revisions before it was finally published. For this reason, Vaillant emphasized the importance of staying passionate about the work. “The readers can sense your boredom,” he said, “and they can sense your excitement, too. There’s nothing worse than getting a hundred pages into a story and giving up.” Vaillant also spoke about The Tiger in the context of writing non-fiction. As the story was based ona series of man-eating tiger attacks in eastern Russia, he took it upon himself to create the most detailed rendition possible, going above and beyond merely seeking out documentaries and historical accounts. He travelled to Primorsky Krai, the actual site of the attacks, to experience the environment personally, as well as to seek out friends of the deceased for secondhand information. He went so far as to find out what phase the moon was in at the time of the attacks, just to be sure that a single line of prose about the crescent moon was accurate. Despite his evident dedication to storytelling, Vaillant remained quite humble and self-effacing when asked about his thorough method. “It’s almost a kind of pathology,” he said. “I mean, why else would you spend eight hours ona story? Is your own company really that intriguing? I think of it almost as a birth defect that I’ve managed to turn into something positive.” John Vaillant’s most recent novel, The Jaguar’s Children, was released in 2015. It received similar acclaim to his other novels, including a nomination for the Rogers Writers’ Trust Fiction Prize. more believable. The soldiers, for instance, might be cleaning their weapons during conversation. This sense of movement can keep the characters from being static. The difficulty of writing dynamic characters who are subject to the will of the player is their inevitable lack of consistency. This can easily result in nonsensical character arcs. Making an open-ended free- roaming RPG can kill pacing to begin with. Having a totally ambiguous main character who can flip-flop on any subject at any time makes it seem as if he has no arts // no. 7 character at all, rendering most of the plot an exercise in futility because it must carry on to the end regardless of the supposed input the player has. This is not to say that all storytelling in gaming should be linear. There is certainly a place for customizable character arcs in gaming. However, they could be much more functional if some of the old elements were reintroduced, allowing more specificity in character choice rather than forcing players to guess their way through generalities. Screenshot from Mass Effect 2