The bottom line
Talking can be as much fun as shooting when a conversation is a real challenge that tests your social skills, not a skill check that lets you skip the game. That needs more writing and design effort, or an abstract system borrowed from combat.
Key takeaways
- Talking your way out of a fight usually skips gameplay instead of replacing it. 1:13
- In Fallout: New Vegas, killing Chavez means choosing weapons and ammo, picking targets, and moving and aiming.
- The speech option needs a speech stat of 30 and one button press.
- Conversation becomes gameplay when you must work out what will persuade each character. 2:42
- In Alpha Protocol, a Saudi guard lets you through if you are direct, but not if you joke.
- Undertale and Ladykiller in a Bind also make you read each character's personality, so social skill is tested like logic in a puzzle game.
- Games get deeper when you learn about characters yourself and use it against them. 5:57
- In Life is Strange, Kate's family photo and emails show she has two sisters and no brothers, so naming a brother fails.
- In LA Noire, you can present clues from your notebook to catch a liar.
- Making conversations this rich costs far more than making combat. 8:24
- It needs thoughtful writing, interdependent dialogue trees, voice acting and motion capture.
- One good conversation costs more than an army of cannon fodder goons.
- An abstract system can cut that cost, but it turns talking into more tactics. 8:51
- In Griftlands, talking uses cards, resolve, gambits and composure, just like fighting.
- Combat and conversation then test the same tactical skills, not social and emotional ones.
It's no longer about skipping gameplay, but choosing the type of gameplay that best fits your character, or the way you wish to play.
Game Maker's Toolkit
Chapter summaries
0:00 Skipping a fight is not the same as playing a different game
| Kill Chavez | Speech option | |
|---|---|---|
| Requirement | Weapons and ammo | Speech stat 30 |
| Player decisions | Targets, moving, aiming | One button press |
| Possible outcomes | Total success to failure | Win only |
| As roleplay | Predictable killer | Smooth-talking charlatan |
Charisma builds in RPGs promise a way past combat, but a bare skill check only lets you skip.
- Skill-check dialogue replaces a fight with no play at all. 0:09
- The idea began in D&D-inspired RPGs like Baldur's Gate and Planescape Torment.
- It lives on in New Vegas and Mass Effect.
- In Mass Effect, enough charm or intimidate points talk Saren into shooting himself.
- That skips the first part of the final boss battle.
- Combat has a spectrum of outcomes from total success to complete failure. The speech option only has a win.
- As roleplay, the smooth-talking intimidator is more interesting than the killer. As gameplay, the fight is more demanding.
2:42 Make persuasion something you have to figure out
Talking becomes real gameplay when the game hides what works and you have to read people.
- Hidden preferences turn persuasion into a puzzle. 3:37
- The game never says which option works. You judge mood, earlier choices and social cues.
- Undertale's volcano thinks its lava heals people, so it probably wants a cuddle.
- Ladykiller in a Bind adds a risk: the wrong option makes characters suspicious of your lie.
- In Alpha Protocol, the joke Christmas trees! makes the guard call ahead, and the talk collapses into combat.
- Ladykiller's options are flirty, ruthless, mean and so on, and each personality reacts differently.
- Handing over a character read-out makes it easier but less fun. 4:54
- Deus Ex: Human Revolution has you coax a hostage-taker or a boss over several dialogue steps.
- The Social Enhancer augmentation shows each person's personality and the approach that suits them.
- A guilty man like Wayne may answer with anger: It's been two years since that kid died.
- Learning this yourself would be more fun. In Life is Strange, things will get better or you matter, not just to me is hard to judge.
6:21 Using what you learned against characters
A conversation tests the player when it asks them to recall what they learned about someone earlier.
- Remembering earlier clues decides whether Kate can be talked down. 6:31
- Kate's mum sent a reprimanding email, but her dad sent a soft, reassuring postcard.
- Her father or sisters may work. Her mum or her brothers will not.
- Kate snaps back: You don't know me at all, Max! I told you I only have sisters.
- Deus Ex could work the same way. Break into the cop's house, read his mail, then confront him: That empty pill bottle in the trash over there.
8:24 Going abstract with Griftlands
| Mechanic | Fighting | Negotiating |
|---|---|---|
| Your health | Health | Resolve |
| Attacks | Elbow strike, feint | Gambits: threaten, segue |
| Defence | Defence | Composure |
| Shields | Shields | Arguments (can buff) |
| Skills tested | Tactics, strategy | Tactics, strategy |
Treating talk as a card battle makes it cheap to build, but it plays like fighting.
- An abstract system spares the writers from building dialogue trees. 8:44
- Klei's early access game lets you beat enemies up or talk them round.
- Fighting uses cards like elbow strike and feint. Talking uses cards like threaten and segue.
- Gambits can be diplomatic or hostile.
- Arguments act like shields for your resolve, and sometimes buff your attacks.
- Klei says a chat then needs the same design skills and workload as punching someone.
10:06 Where social gameplay could go next
Reading people and mapping their relationships could make talking a full game system.
- Many high-stakes scenes could become social gameplay, with body language as another weapon. 10:18
- Examples include hostage situations, courtroom battles, interrogations and first dates.
- In LA Noire, a nervous-looking character may be lying, so you push harder.
- Impersonating someone behind enemy lines is another candidate.
- Emotional gameplay could shut out players with autism, so accessibility options are needed.
- A web of relationships could help you win someone over. 11:16
- Kindness to a character's best friend would improve your odds with them.
- In Griftlands, people who like you, or whom you have paid off, buff your stats in negotiations.
- Most games limit you to a conversation with one person.
- Evidence, social cues and relationships would make a negotiation exciting gameplay in itself.
In the growth library
Mark Brown, creator of Game Maker's Toolkit. Talking your way past a fight is usually just a skipped fight, a single button press behind a skill check. Dialogue becomes real gameplay when you have to read the person, remember what you learned, and use evidence, as in Life is Strange's rooftop scene with Kate Marsh.
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