top of page

Diaries

Within my blog, I have separated my diaries into two categories:

Development Diaries - These posts discuss changes and alterations to my work, planning for future development and reflecting on the task at hand.

Production Diaries - These posts will discuss and evaluate my decisions when creating any final pieces of production. 

These diaries may not be uploaded within the exact order made - some of them have been developed upon throughout the project, an example being my production diaries, and therefore may appear in the 'wrong' places.  

  • Writer's pictureDan

NPC Interaction Script - Patch

Today I started to produce Patch’s interaction script however, instead of showing a step by step guide of how I made and edited the script, I will provide snippets from the script and discuss them.

Within Patch’s interaction script, I decided to emphasise character personality traits slightly in order to set up the main feel of the game, with Patch being one of the first possible NPC’s the player can interact with – by emphasising traits more, the player would understand what expect from our game/demo and would therefore not interrupt their flow of the game (As discussed within the flow research produced).


Upon initial introduction to the NPC Patch, I decided to write “Oh... Hi… Patch, right?” as Lucas’ beginning sentence to show his awkward personality and ignorance to anything not about his plan of escaping the dome – therefore accurately portraying him to the player. To also show that our game/demo has some elements of comedy, Lucas uses some word play and replaces ‘freedom’ with ‘freedome’ to not only show this but to also accentuate his dry humour whilst appealing to our target audience through comedy.

This display in humour can also be seen a few lines later after (Highlighted in blue), with Lucas’ reluctance to play along with Patch offering him a quest, whilst also providing some 4th wall humour – hinting at the fact that he could be aware that he is in the game.


Also appealing to our secondary target audience; the parents/careers of our primary audience, patch endorses the lack of consumption of energy drinks, a popular health study currently being enforced – therefore the parents would be more likely to allow their child to play our game, as it provides messages for their children whilst also being fun and engaging.


They may also pick up on the 4th wall breaking joke within the ending of Lucas’ interaction with Patch, an observant player may over think about our game/demo but by it being humorously referenced within dialogue, the player will realise that this game would be more developed, given more resources.


This joke also helps portray Patch’s relaxed and comedic nature, with her being the one to ‘say’ the punchline, it reinforces the idea of her laid-back persona whilst also suggesting that she too could know of the 4th wall – thereby adding more mystery to her character.


On the other hand, a younger or distracted player may need help completing this quest or reminding of it, therefore – if a player returns to Patch without an energy drink – she would say the dialogue referenced above to provide a hint for the player as to where/what they should do. By including this, I would implement my flow research as the player’s flow would be less likely to be interrupted; more skilled players could explore and find the energy drink themselves, whilst other players could take the hint by interacting with Patch again.




Whilst interacting with Patch, the player can also see a glimpse of her personality/background, the dialogue seen above would insinuate to the player that Patch is a ‘Hacker’ much like Lucas however, the mystery still stands as it is not outright referenced that Patch is. By only hinting to the player, I have implemented my technical processes research and narrative theories because the player can feel more engaged within our created world and can think of different possibilities for Patch’s character, ultimately leaving the player more immersed within our game world.


Overall, I feel that Patch’s Interaction dialogue was successful and was immensely benefited by the improvisation session I held as her – allowing me to think as she would and ‘talk’ as she would – allowing me to make a more realistic character because of it. If I were to have more time in the future, I would consider making more of an open dialogue tree with Patch and allow the player to have several conversations with her because it would add to the immersion of our game/demo whilst also allowing me to develop my script writing skills further.


Recent Posts

See All

Exhibition Time

Now that production has stopped and the hand in has passed, there will no longer be any Dev/Production diaries within this thread. To see...

ความคิดเห็น


bottom of page