Ran across an interesting post from Krystian Majewski on design problems with multiple choice dialogue, which, among other things, draws on some play-testing reports on Emerald City Confidential:
[Playfirst] did a user test of the indie point-and-click adventure Emerald City Confidential and they described how casual gamers reacted when they first encountered a multiple choice dialogue. You might think that point-and-click adventures are a good match for “casual players”. Well, when faced with their first multiple choice dialogue, most players simply froze in panic. They assumed that one of the answer as “correct” while others would lead to failure. From the kind if information they received, they couldn’t really anticipate what would happen. Even worse, after they decided, they didn’t receive a clear feedback on what effect their choice had. They were used to the transparent feedback schemes of most casual games and weren’t able to cope with the uncertainty.
I found this really interesting, because I would have assumed, in general, that a simple multiple-choice presentation would be more accessible to casual players than some other mode of interaction.
Majewski goes on to argue in favor of consistent verbs representing standard strategies usable at every dialogue point. At any given time (for instance) the player might have the option to respond intellectually, sensually, or in a religious way — a strategy that reminded me a little of the dialogue system in Forever Always.
I’m not sure how much application this has from an IF perspective. Certainly the core IF audience tends to have different expectations about how dialogue will work, so is probably not completely frozen by a menu. Moreover, it’s possible to write menu dialogue in such a way that it gives more of a hint about the likely effects; the writing and cluing of the player determines, to a large degree, how much agency it feels like one has. At the same time, I generally agree that menu dialogue feels more distancing (to me) than parser-based dialogue, even if the latter is heavily clued with hints about what the player can say.
One of Majewski’s commenters adds:
Real dialogue flow should be such that no specific choice matters too much, but the sum of the choices does. But as you’ve mentioned this is just a nightmare from a design perspective.
I’m not sure it has to be so bad a nightmare as all that, and it’s been done. To pick the obvious example, in Blue Lacuna… (very mild spoilers, and discussion of a WIP of my own, follow the cut)
Continue reading “Information Flow and Gradual Characterization”