In my weekly column/blog at Gamasutra, Story Design Tips, I’ve published a series of five articles about the art of dialogue.
Article #1: The Art of Dialogue
Dialogue isn’t words. It’s actions. Words are only shadows of the actions.
Article #2: Dialogue as Vectors
Once you know what actions are, you can look at them as vectors: what we do is the result of opposing needs.
Article #3: What To Do With Characters When They Talk?
Dialogue in a visual medium means you need to solve what the characters physically do.
Article #4: How To Save Bad Dialogue
Sometimes bad dialogue can’t be changed. How do you save the scene? Here are a few tips.
Article #5: 10 Dialogue Don’ts
Here are ten often-repeated dialogue mistakes that you want to avoid.
Then there was another article, not about dialogue, but about consistency. Consistency in storytelling is a virtue. But is there a loophole that allows us to be inconsistent? The article wHen iS iT oKay tO bE InconsistenT shows you that loophole.
|Consistency in story design is a virtue. But is there a loophole that allows us to be inconsistent?|