Hey there. We’ve built up a backlog of questions in response to some of our previous blogs about Dialogue, so we thought it was about time we answer them.
A big thanks goes out to Dylan Connor for these questions.
After this post, we’ll be taking a bit of a break from weekly posts to accommodate an ever-busier schedule. We hope you’ve enjoyed these early looks at Dialogue. We’ll be back with more announcements about this and future work as soon as we can.
For now, enjoy!
In this week’s post we want to talk a bit about the process of making our game, focusing on an individual scene. Hopefully this will give you a bit of insight into the kind of process that lead to Dialogue being the game it is.
We have to start somewhere, so we’ll go from the scene outline. This is just a few sentences on what the scene itself is about and which characters are in it. It’s already been placed within the story as a whole, so you can see the conversations that happen before and after it, as well as its own relevance to the plot as a whole.
This week we’re sharing the logo for Dialogue: A Writer’s Story, a logo full of cool blue space and fiery punctuation marks. No more words are needed.
Dialogue is about conversations, and conversations need characters. Today we introduce you to Adrian: next door neighbour of the main character and a biochemistry researcher by trade. We have a soft spot for science at TPG, so it’s no wonder one of the more heavily featured characters tries to deliver an everyday-lens on research to the story. Have a gander at a few of his in-game expressions, along with sound bites (voiced by the talented and enthusiastic Monty d’Inverno).
This week we wanted to share a sample of the original soundtrack of Dialogue. Below is an excerpt from Jacob’s Theme, along with some insight into the process of creating it from Romy. Hope you enjoy it!
Last week we teased some character art and story, this week we have a few backdrop snippets for you. The overall setting for Dialogue is modern, everyday life, so I can imagine it being a difficult task to make it suitably ordinary, in its own stylish extraordinary way. I say ‘imagine’ because Zoë, our resident artist for Dialogue, was definitely up to the task. But why don’t I let this preview of her work speak for itself.
Lucille’s living room
From: Jacob Hawthorne
To: Lucille Hawthorne
Hey, have you talked to Dad recently? I wanted to ask him something but he’s not replying to his emails.
Have you started working on your new novel yet? What’s the new protagonist like? Have you done that thing where you have a conversation with him/her/them in your head?
Dialogue is a game about conversation so, unsurprisingly, a lot of talking happens. We at TPG have played more than our share of text heavy games, but we knew from the start that it would be difficult to capture the feeling of conversation without voice acting.
From a design perspective, voice acting is an important tool. With voice acting, your ears can take on some of the work too, so your eyes and reading capacity aren’t overloaded. Having the vast majority of the game voiced is also a major step towards creating a more accessible game – whether that means a more comfortable experience for casual players or a more play-able one for players with visual impairments. Also, it’s really cool!
Lucille, the main character in Dialogue, writes articles, book reviews, and the occasional novel. While the game centres on her interactions and experiences throughout a year, we wanted Dialogue to be about more than just Lucille’s life. This is where her neighbour, Adrian, steps in.