on writing video game conversations and choices that actually care about players
Why good dialogue choices don't need huge variations in consequences, and how your whole life has trained you to be an expert in this exact kind of narrative design
The best text-heavy games — whether full-blown Twine-style adventures, visual novels in the style of Slay the Princess, or even the extensive text panels of juggernauts like Disco Elysium and Planescape Torment — are not known just for player choices over what to do.
More often than not, we remember what we can choose to say.
To have dialogue choices in…
Keep reading with a 7-day free trial
Subscribe to Narrative Gravity with Greg Buchanan to keep reading this post and get 7 days of free access to the full post archives.

