This is the third part in a multi-part series on branching conversation systems (crossposted at Gamasutra.com). See the Introduction for context.
I’ll promise you one thing: It won’t get less exciting than this. The good news is, we’re keeping it short.
This is the part in our series where we discuss not art, but craft–and only craft. I’m not going to give advice on writing sparkling dialogue or how to grab the Player’s attention. Today, we’re going to talk about how to build the sprawling nightmare that is a branching conversation while making it easy to understand, easy to edit, and easy to script.
I can’t emphasize enough how important this is–a brilliant conversation that looks like a tangled knot will drag your project down when your variables turn out to be buggy or a story element must change. Spending hours trying to untangle your own work (or expecting colleagues to do so) isn’t an efficient use of time, especially when it’s not necessary. Continue reading →