It’s been a couple of years since we first released Dialogue: A Writer’s Story, and I wanted to take this opportunity to view it with a lens we don’t usually use. Minor spoilers for the game ahead, so feel free to go play it right now =)
When talking about the game, we often highlight how it is an everyday sort of story. It is about exploring Lucille’s life as a writer and her relationships with others. The stakes are low and your choices do not create wide sweeping changes. All of this is true, but there is also something else, something complementary, beneath all that. Dialogue determinedly avoids clean conflict resolution, and this can feel ‘off’ to a lot of people.
It’s been a busy year for the two of us at Tea-Powered Games! We’ve been reflecting a bit on our work this year, and we thought we would share some of that with you.
Dialogue: A Writer’s Story
The year started with Dialogue on Itch, and on Greenlight going through the voting process (remember the days of Greenlight?)
We spent some time improving Dialogue, especially the User Interface art, creating a new trailer and reaching out to our market. We worked with Lewis Denby from Game If You Are; he was a big help in putting all of it together!
And so, we got Greenlit and subsequently released Dialogue on Steam! We’re happy it’s finally there, and we needed a bit of a change in pace, so we’ve also been working on…
You may have heard, Dialogue on Steam is only a week away (Sept 20th)! We’re using it as an excuse to talk about the mechanics of the game in more depth than we have in the past, and this is the second part of that discussion: Active Conversations. The first part (about Exploratory Conversations) can be found here.