Rennick, Stephanie and Roberts, Sean ![]() Item availability restricted. |
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Abstract
This paper applies Trope-Informed Design (TID) to optionality in video game dialogue. TID is a method for identifying opportunities for subverting and averting patterns in game design, with a view to enhancing player experience. Here we identify recurring patterns in dialogue optionality in role-playing games, and suggest ways of expanding and improving dialogue systems. We conduct a systematic study of what kinds of dialogue options players are given in video games. We then review what issues players have with dialogue option systems using trope analysis, and compare video game dialogue systems with what happens in real-life conversations. This motivates several suggestions for expanding dialogue optionality in a manageable way.
Item Type: | Article |
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Status: | In Press |
Schools: | Schools > English, Communication and Philosophy |
Subjects: | P Language and Literature > P Philology. Linguistics |
Publisher: | Game Studies |
ISSN: | 1604-7982 |
Related URLs: | |
Date of First Compliant Deposit: | 12 June 2025 |
Date of Acceptance: | 29 April 2025 |
Last Modified: | 16 Jun 2025 09:30 |
URI: | https://orca.cardiff.ac.uk/id/eprint/178841 |
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