10 Reasons Video Games Are The Hardest Thing To Write

10. Hours Of Chatter

Chatter, known more generally as incidental dialogue, is the stuff you hear from minor characters as you€™re pelting around Liberty City or checking out a passing Asari in Mass Effect. It€™s pretty much crucial in any game where you can wander around at your leisure, because there€™s something really creepy about seeing dozens of passers-by tromping along in an oppressive silence, but writers like to take advantage of chatter to help flesh out the game world. Chatter can expand on plot details that are too complicated or unwieldy for a cinematic, bring some humour to the game and add depth to minor characters. Unfortunately, dialogue like this tends to be dreamt up without a full appreciation of everything that can go wrong once you drop these characters into the game, and just how much additional work it€™s going to introduce. Can you attack or kill these characters? If so, they€™ll not only need screams and pleas for mercy, you€™ll also have to pen an alternative to the witty banter you€™d scripted because one half of your comedy duo is currently trapped under a Porsche. Did the game introduce choice of gender? Every line with a male pronoun now needs a female equivalent. You can€™t say €œgood evening€ if the game has variable times of day, and you can€™t talk about a particular landmark if the character can crop up anywhere. Oh, and you€™ll need at least five variations of each line so that the player doesn€™t hear the same dialogue over and over. As the writer, you€™ll need to serve up hundreds of carefully-neutered pieces of chatter, trying to avoid repetition but knowing you can€™t risk saying anything specific. You€™ll write way more chatter than any other type of dialogue, but you€™ll be proud of practically none of it.
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Chris has over a decade's experience as a game designer and writer in the video game industry. He's currently battling Unity in a fight to the death.