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Game Audio Implementation by Dave Raybould, Richard Stevens

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06Dialogue

Summary: Timed and triggered dialogue for advice, handling dialouge interuptions, using conditions and contexts for dialogue choices

Project: DemoCh06Castle01 Level: Castle01

Introduction

Trying to avoid clumsy game dialogue is particularly difficult, as there is often a huge burden put on dialogue as the sole driver of the game’s narrative. Perhaps not yet as developed in terms of visual storytelling as film, where a couple of shots may convey several key story elements, games often rely upon dialogue to not only move the narrative forward but also to provide a great deal of instructional information to the player. Games also tend to operate within very well established genres (action, space opera, Tolkienesque fantasy, etc.) where ...

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