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Blog: Why adventure games should steal Mass Effect's dialog system
If adventure game developers play just one game this year, I hope it's Mass Effect. Why? Because this RPG/shooter introduced a dialog system that is so fluid and natural that it should make every adventure game blush with envy. As you can see, there are a couple of small but crucial differences with other dialog systems. 1. Dialog options show up on screen even before the other character is finished talking. As a result some of the better conversations in Mass Effect feel more like a conversational sparring match, or even some kind of mini-game. There's a true feeling of action-and-reaction and immediacy. The highly cinematic presentation makes for some great icing on the cake, with camera cross-cuts, close-ups, pans, facial movements and even physical interaction between characters. The dialog wheel interface was specifically developed for the analog stick on an Xbox 360 controller, so I wouldn't actually suggest that other games blindly plagiarize it. But Mass Effect does clearly demonstrate that developers should not stop experimenting with new dialog systems. The adventure genre has already seen countless subtle variations in the way conversations are carried out: branching dialog trees, topic icons, notebooks, text parsers, topics-as-inventory-objects, dialog with time pressure (think Fahrenheit), and the list goes on. Yet none of them have ever truly felt quite right to me. I believe Mass Effect points the way towards fixing the small nagging issues that have persisted in game dialog for so long.
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