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Ultimate Game Design : Building game worlds

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C H A P T E R 5<br />

You will probably either have several kinds of dialog to write yourself or work<br />

with a contract professional writer, depending on budget and team style. Characters<br />

will provide voiceover narration to accompany intros, segues, mission endings, level<br />

endings, and <strong>game</strong> endings, and will sometimes make directional or guidance-oriented<br />

commentary. Characters might even teach the player to play the <strong>game</strong>.<br />

The following are some more practical considerations for creating and using dialog:<br />

� When you display dialog (and you still want the <strong>game</strong> playable with audio<br />

turned off or inaccessible), how will you present it to the player?<br />

� Will the dialog need to be localized or translated for worldwide audiences?<br />

This can have a practical impact on interface design, because the symbols<br />

and lettering for certain languages require a minimum pixel dimension<br />

display space in order to be legible onscreen.<br />

� For localization purposes, all language functionality should print to the screen<br />

(not be embedded or “drawn into” screen graphics or interface elements).<br />

This is done by planning for localization early in development so that your<br />

display system for languages can be switched in the <strong>game</strong> code.<br />

It’s important not to leave all the writing details on the floor to snowball at the end<br />

of the project. In fact, you really can’t, because placeholder or “close to final” dialog<br />

will be required along the development path to gauge effectiveness and to help build<br />

up <strong>game</strong> details.<br />

Like motion capture, planning to record dialog takes intensive preparation and planning.<br />

Again, you want to try to avoid needing massive redos. You may not get the<br />

chance! Depending on several production factors, you may be recording “audio as you<br />

go” through the process of building your <strong>game</strong>. In other cases, you might be recording<br />

90 percent of all the in-<strong>game</strong> audio over a few intense days, or a single week.<br />

Add to these constraints the fact that many <strong>game</strong>s these days are built around licensed<br />

properties (like Terminator 3 or a Star Wars related title). Characters from<br />

these well-known properties that appear in the <strong>game</strong> may require the voices of the actors<br />

who performed them in the movies or on TV. The amount of interest and participation<br />

for recording <strong>game</strong> dialog from these actors and/or studios can be very high or<br />

very low. I haven’t found anybody in the middle yet. The demands on time for these<br />

actors can obviously be a critical factor as well. In short, unless you’ve done considerable<br />

planning and shown some good old-fashioned project foresight, you might very<br />

well miss the opportunity to get an actor to deliver the line that will put your <strong>game</strong><br />

over the top.<br />

Add to this bubbling stew the fact that actors may be recording other kinds of<br />

“promotional” work for other parties that day (in other words, your <strong>game</strong> dialog got<br />

jammed somewhere into an already overly aggressive recording schedule) and you<br />

127<br />

<strong>Design</strong> by Genre

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