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Sunday, February 15 • 1:00pm - 1:30pm
Shut up! Writing Better Dialog With Fewer Words

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"Yes, the history of your town square is FASCINATING. Can I get on with my adventure, please?" Sigh. There is no greater sin a narrative-based game can make then lengthy dialog that bores the player. Often this is used as a crutch, papering over cracks in the story or gameplay, but more dialog rarely means better dialog. Over the course of this talk, we hope to show you how some simple changes at the design level can make your game's dialog shorter, punchier and more efficient - all while providing a more fun experience for the player.

avatar for Dave Gilbert

Dave Gilbert

Dave has been interested in adventure games ever since 1986, when his mother made the mistake of buying him a copy of Infocom’s Wishbringer. Fifteen years later, he discovered the Adventure Game Studio engine and began making his own. In 2006, he decided that making games was too... Read More →

Sunday February 15, 2015 1:00pm - 1:30pm EST
Redstone Theater First Floor

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