Writing for games, TV and movies (with forays into life and political theatre)...
Friday, March 06, 2026
Wednesday, March 04, 2026
I'm giving a talk!
Tomorrow's cards are:
Player character
- An apologetic Englishman
- A beginning witch
- A misunderstood monster
- An addicted detective
- An escaped android
- A sulky teenager
- A new vampire
- An orphan girl
- A building with a secret
- Zombie apocalypse
- A decayed city in a faithless empire
- Paris in the 1920s, sort of
- Alien invasion
- A forgotten town
- Renaissance Florence
- Civil war
- Escape
- Break the cycle
- Bring your beloved back
- Bring back the Old Gods
- Infiltrate the Organization
- Get home in time
- Reveal the Truth
- Crush your enemies, see them driven before you, etc.
- Deck Builder
- Time Loop
- Romance Sim
- City Builder
- Rhythm
- Shmup
- Metroidvania
- Roguelike
- Soulslike
- Crafting
I did this a while ago with a large group, and one person kinda monopolized the conversation, so this time I'm making teams of four, and each team can pitch their idea.
Additional rules are:
- you can interpret the words on your card however you like
- if you absolutely hate your combination of cards, you may throw out ONE card and replace it with something better that you made up.
Friday, January 16, 2026
I didn't come here for an argument
I was listening to Julius Kuschke's Narrascope 2019 talk about interactive dialogue systems, and it occurred to me that we don't see enough dialogue systems where you get at least one of the options almost as soon as the other person starts talking. Because, let's face it, people do not listen very well. Sometimes they're just waiting until the other person stops talking so they can say what they planned to say all along, and some don't wait.
Firewatch gives you dialogue options before your dispatcher is done talking. But the conversations are fairly slow and thoughtful. It's not really the cut and slash of repartee.
Obviously, this sort of system requires a bit more programming (gasp!) and the conversations have to be designed more carefully. But it does eliminate those dreadful pauses that kill the momentum in most conversations with NPCs.
I'd love to see a dialogue system where individual responses pop onscreen as the NPC's dialogue triggers them, so your "yeah yeah yeah whatever here's what I want" response might pop up immediately, while an emotional response to the NPC's heartbreaking dilemma might require listening to their whole speech.
What would be superfun would be the occasional dialogue option that the NPC interrupts, but that's probably too much to ask.