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Editorial: Drake’s Banter Shines in a Sea of Robotic Dialogue
Posted by Joe DeLia, 26 days ago

As I played through Nathan Drake’s latest adventure - which I really liked, by the way - I felt like it was a breath of fresh air in many ways. Sure, the superb platforming and breath-pilfering combat put Lara Croft and Marcus Phoenix to shame, but it wasn’t just the mechanics or visuals that left me awestruck. What surprised me most was the way the characters interacted with each other. It wasn’t purely by necessity. Instead, they were making small talk, a part of reality that is rarely represented in gaming. Through these personal, witty exchanges I really got a feel for each character’s motivation, and could see the relationship building between each of them as the adventure continued.

Uncharted 2’s banter was one of its strongest assets.

This got me thinking about video game dialogue, and how many games completely waste it. With DVD and Blu-Ray discs capable of holding thousands of hours of audio, many developers continue to push strong, silent heroes on us instead, particularly so in action titles. These walking hunks of meat only speak when spoken to, and are bereft of any personality, wit or identifiable quirks that would make us interested in them. And this, quite frankly, sucks.

I’m not sure who decided that we gamers like our heroes to be hard-as-nails, without an ounce of individuality or humor. Games like Halo, Resistance, Gears of War, and Infamous all feature no-nonsense badasses at the helm, none of whom seem to have a thought process of their own. Even when paired with other survivors of their respective apocalypses, the only chit-chat on offer is the occasional order being barked or a rousing, saliva-spewing snarl, all of which blend together amidst the din of warfare. Why not talk about the weather, or sports they enjoyed before the fighting began? Why don’t the intergalactic space marines ever comment about an alien world’s beauty, or the fruitlessness of the killing both sides are merrily engaging in? Sure, these matters seem trivial in troubled times, but meaningless banter is actually what keeps us going when faced with grief or torment. Trivial or not, its absence in these games dehumanizes these characters.

Dialogue tends to only be a gameplay tool for the developer, one that is mostly used to relay certain information like:

1. Location of the next objective: ’We have to get to that tower before the enemy does’
2. Warn a player about an incoming attack: ’Here they come!’
3. Informative audio clues: ’Reload!’ or ’Use a health pack!’

Seems familiar? It’s not a coincidence. This kind of dialogue feels so mechanical, only there to keep the player moving along a pre-set track. Meanwhile, explosions are going off, blood is being spilt, and bullets are flying in every direction without as much as a peep on proceedings from your avatar. Is it too much to ask for a little personality here? Instead of having characters speak only when they need to, why can’t we have frequent commentary on the action? Why can’t we hear our avatars describing their thoughts, memories, and why they continue to push their way through such harrowing horrors?


Rating: 5.0, votes: 1
 
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  #1 Oct 27, 2009 10:56:21 25 days ago
Troy Bond
22 Comments

"She helped to make me forget that I was (essentially) a walking camera with an arm taped to it"

Excellent point! After all, who is this bearded guy with glasses they call Gordon Freeman, anyway? o_O (Is there ever a mirror/reflection in the game so you can see yourself? But I digress.)

Mass Effect did well with incidental dialogue, too. Which is why I’m looking forward to Dragon Age, even if the player character will apparently be another "strong, silent type," if the previews are any indication.


 


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