3D or 2D emphasis?
QA designers trip the text-fantastic every day. As the primary dialogue writer on the project, I hit the quote mark key on my keyboard more frequently than most journalists. Experience has taught us that students who use QA can benefit in a myriad number of ways from the dialogue we write. Reading skills can improve, immersion in the setting cam deepen and overall learning of the concepts can grow when players care about the characters that they get to know through dialogue. In a design I’m working on now, however, I find myself trying to minimize dialogue and focus on 3-D functionality. For this particular project, it feels more authentic and immersive to have players reading almost no dialogue. Instead, have them be nearly exclusively mindful of the consequences of decisions by observing what’s changing in the 3-D space as they make decisions. (more…)
