Game Development Reference
In-Depth Information
Broken device : "It is broken..." "Pile of Metal Scrap!" "It stuck..." "It has seen
better days," "Something ismissing," "Somebody has seen the manual?" and
"I hate machines..."
Broken button : "Ding dong!" "Apparently it is broken..." "Is something hap-
pening?... Don't think so," "May be I have to push again? Just in case!" and
"Something wrong with that button"
Always try to add some ironical and funny variants to the array. Remember that your
character is not boring but very witty. Excellent phrases may become a one-line joke;
players can use these phrases with each other, thereby creating memes.
The main domain for monologues is phrases about unimportant elements in game
scenes or commentaries about the player's attempts to perform some absurd actions
(such as fixing a machine with an apple stub). If the players do something wrong,
they should at least smile. Here are a few examples of such phrases in an array:
Irrelevant object : "Hm-m, very interesting... or may be not," "I'm trying to un-
derstand what it is..." "Nonsense", "It is... a thing," "Do I need this?" "Some-
body stop me!" and "I'm real idler"
Absurd action : "I've just want to try," "I'm too genius, nobody understands
me," "At least I've tried!" 'I see things differently!" "You better believe it!" "In
my universe it would work!" and "You don't see the magic!"
As an option, through the main character's phrases, the game can give some hints
if the player is stuck, flouncing between objects, not knowing how to resolve the cur-
rent puzzle. In this situation, if there is no progress for a continuous period of time,
the protagonist may suddenly say, "I have an idea. May be I should try...".
NPCs should also have monologues, uttering some catch phrases or commenting
on the protagonist's behavior. They may grumble, say something poetic, capture the
attention with loud shouts, and so on.
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