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Can We Make Talking as Much Fun as Shooting?

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Game Maker's Toolkit12:42Open on YouTube
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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

A speech check skips the fight instead of replacing it
Kill ChavezSpeech option
RequirementWeapons and ammoSpeech stat 30
Player decisionsTargets, moving, aimingOne button press
Possible outcomesTotal success to failureWin only
As roleplayPredictable killerSmooth-talking charlatan
In Fallout: New Vegas, the fight asks for constant decisions, while the speech option just checks a stat.

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

Clues you noticed earlier decide whether Kate listens
Life is Strange tests whether you paid attention to Kate, just as Kate tests whether Max did.

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

Griftlands builds negotiation as a mirror of combat
MechanicFightingNegotiating
Your healthHealthResolve
AttacksElbow strike, feintGambits: threaten, segue
DefenceDefenceComposure
ShieldsShieldsArguments (can buff)
Skills testedTactics, strategyTactics, strategy
Borrowing combat's systems saves Klei from writing dialogue trees, but talking ends up testing the same skills as fighting.

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.

More from Game Maker's Toolkit · The whole library, and ask it anything

Transcript187 lines
0:03

There’s a tantalising promise, made by certain role-playing games, that says you can talk your way out of fights. Make sure you spend your skill points on charisma and intelligence, rather than strength and dexterity, and you’ll become a silver tongued diplomat who is more powerful with words than swords. That worked a lot better in written form. I’m so sorry. Uh. This idea started with classic, Dungeons and Dragons-inspired western RPGs like Baldur’s Gate and Planescape Torment but it has stuck around in modern games of that lineage, like Obsidian’s Fallout New Vegas, and Bioware’s Mass Effect.

0:45

In these games, if you pick certain skills, factional alignments, or morality leanings, you’ll be able to weasel your way out of combat altogether. So, in the original Mass Effect, if you’ve collected enough charm or intimidate points you can talk the big bad guy, Saren, into shooting himself in the head - and end up skipping the first part of the game’s final boss battle. But I think the operative word, there, is skip.

1:13

Like, take this quest in Fallout New Vegas, where the Powder Ganger boss Eddie asks you to deal with some bloke called Chavez. You’ve basically got two options. Option 1 is to murder Chavez and his goons. Option 2 is to to pick the speech option “Quit while you’re ahead… and alive”, and skip the fight altogether. You just need to have a speech stat of at least 30 to be able to use that second option. Now, New Vegas is by no means a great shooter.

1:44

But option one does involve some gameplay. You’re making choices about weapons and ammo, prioritising targets, moving and aiming, and there’s a spectrum of outcomes that runs from total success to complete failure. Option two, on the other-hand, offers no gameplay whatsoever. You simply pick the dialogue option with a skill check in its description, and you win. CHAVEZ: All right. Pickings were getting slim around here anyway.

2:10

Now certainly, from a role-playing perspective, killing Chavez is kinda boring and predictable - while being a smooth-talking charlatan that can intimidate a gang leader, is much more interesting. But from a pure gameplay perspective, the combat option is involved and demanding, while the speech option isn’t so exciting. You certainly had to pick the right skills to get to that point. And there might be consequences to your diplomacy down the line.

2:36

But right now - in the moment - you literally just press one button. So how can we fix this? Well the first step, I think, is to make it more complex and challenging to talk around a character. So in Obsidian’s previous game, Alpha Protocol, you could pick from a variety of approaches during conversations, and different characters respond to different tacts. So this no-nonsense Saudi guard will happily let you through the gates without a fight if you’re aggressive, or direct - MIKE: I’m not looking to advertise my presence. Only to do business.

3:11

GUARD: Business, eh? MIKE: Check with Nasari if you don’t believe me. He’s waiting for me, and my downpayment. GUARD: I’ll call ahead. Go on through. But if you try and joke around, the situation will fall apart and you’ll have to resort to combat GUARD: What is your business here, Canadian? MIKE: Christmas trees! Come on, you know what I’m here for… GUARD: I call Nasari. Check on you. What we’re doing here is trying to figure out which dialogue option would convince the character to do what you want.

3:44

The game doesn’t tell you what will work - you have to decide for yourself by reading their mood, their reaction to your previous dialogue choices, and other social cues. Other games do this too. Undertale is famous for letting you talk enemies out of combat, and, here, you’ll need to figure out the best way to approach each situation. A volcano who mistakenly thinks its lava can heal people, probably just wants a nice cuddle, for example.

4:11

And the not-safe-for-work visual novel, Lady Killer in a Bind, lets you pick options that are flirty, ruthless, mean, and so on, and characters will react in different ways depending on their unique personality. But always remember that you’re lying about your identity, so you’ve also got to avoid dialogue options that might make those characters suspicious. All of these games test your emotional and social skills, just like how puzzle games test your logic skills, and platformers test your dexterity skills.

4:42

And so this provides an actual alternative to the more typical combat gameplay, rather than just an option to skip it. It’s not always easy to gauge which approach will work, though. And that’s where Deus Ex: Human Revolution comes in. Here, convincing a criminal to unhand a hostage, or talking your boss into handing over sensitive documents, requires picking from multiple dialogue options as you slowly bring the person onto your side.

5:09

And one of the augmentations in the game, the Social Enhancer, gives you a read-out on the character, which tells you about their personality and helps you figure out what sort of approach would work well. A character who feels guilty about something that happened in the past, for example, might react with anger if you bring it up. WAYNE: Oh that’s right, time to blame Wayne again! Where do you get off bringing the past into this?

5:34

It’s been two years since that kid died - when are you gonna let me off the hook? Yeah, I took his life, he was a threat, and you knew it, so don’t come here acting all high and mighty! That’s super cool. But if you ask me, it’s a bit of a shame that the game just hands you this information. Wouldn’t it be more fun if we could learn this stuff ourselves? That brings to mind a scene in Life is Strange’s second episode, where Kate Marsh is threatening to jump off a roof - and you’ve got to try and talk her down.

6:06

Many of the dialogue choices here are strictly emotional, and hard to discern. Will Kate respond better to “things will get better” or “you matter, not just to me”? I couldn’t tell you. But then Kate says this: KATE: Nobody cares about me. Nobody. And you can pick someone who will miss her: her mother, her sisters, her father, or her brothers. And in this moment, you need to recall information you saw earlier in the game.

6:36

If you snooped around Kate’s room at the start of the episode you’ll have seen a reprimanding email from Kate’s mum, but a soft and reassuring postcard from her dad. And a family photo shows Kate has two sisters, and no brothers. So if you bring up her father or sisters, that might be enough to talk Kate off the ledge. But mention her mum or nonexistent brothers, and the outcome won’t be as favourable. MAX: Think about your brothers. They need their sister.

7:03

KATE: You don’t know me at all, Max! I told you I only have sisters. You never listen to me because you don’t give a damn. You will now If this scene is about whether Max has genuinely shown interest in Kate’s life, the gameplay mirrors this by asking whether we, as players, have paid attention to one of the characters in the game. Another take on this idea comes from the detective game LA Noire, where you keep an inventory of clues in your notebook.

7:31

Then, mid-way through a conversation, you can tell someone to hol’ up a minute, as you present them with contradictory evidence that proves they just told a lie. This will catch them off guard, and turn the conversation to your advantage. So, back in Deus Ex, you could imagine breaking in to the cop’s house, reading his letters and emails, and gathering intel and evidence against him - and then you could use that stuff during a protracted negotiation to try and get your way.

7:57

JENSEN: Wayne, are you getting careless? That empty pill bottle in the trash over there. Didn’t you know antipsychotics are included in the force’s zero-tolerance drug policy? And I think that would make talking your way into the police station, every bit as interesting as the alternative approach, which is sneaking your way in. 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.

8:24

Of course, all of this requires thoughtful writing, a complex web of interdependent dialogue trees, and amazing voice acting and motion capture. Ultimately, it’s just way more challenging and costly to make a single interesting conversation with someone, than to make an entire army of cannon fodder goons that you can wipe out. Unless you come at the problem from a very different angle - and go entirely abstract. In Griftlands, a new early access game from Klei, you can often pick between beating the snot out of your enemies, or talking them around to your way of thinking.

9:00

And whether you’re fighting or talking, the gameplay is pretty much the same - as you’ll be playing cards from a deck. Only, while fighting you’ll have cards like elbow strike and feint - and while talking you’ll play cards like threaten and segue. A negotiation is a lot like a battle, then. You’ve got resolve, which is basically your health. You’ve got gambits, which are basically attacks - and can be either diplomatic or hostile.

9:27

And you’ve got composure, which give you a defence against incoming gambits. You’ve also got arguments, which are sort of like shields against your health - but they sometimes also serve to buff your attacks. By going abstract, and by borrowing mechanics from the combat side of gameplay, it means Klei doesn’t have to write complex dialogue trees for every negotiation - and having a chat with someone requires the same design skills and workload as punching them in the nuts.

9:54

But it does ultimately mean that combat and conversation end up feeling pretty similar, and are testing the same skills of tactics and strategy, rather than your social and emotional abilities. So, that’s certainly one way to go - but back to the more dialogue-driven approach: I definitely think this sort of gameplay has real promise - if developers are willing to put in the extra work. And there are all sorts of high stakes situations that involve talking to people, like hostage situations, political diplomacy, courtroom battles, police interrogations, first dates, or impersonating someone behind enemy lines.

10:33

All of which could be incorporated into games with robust social gameplay systems And going forward, this stuff could pair well with gameplay from LA Noire, which also has you reading face and body language during a conversation to pinpoint signs of deceit. In that game, a character who looks nervous might be telling a lie, and so you should push them harder. And so, a character’s body language could be just one more weapon in your arsenal as you adapt your angle of attack.

11:02

Though, it’s worth noting that such in-depth emotional gameplay could prove inaccessible to those who have challenges with social skills, like gamers with autism. So, accessibility options should be considered. Also, while most of these games are limited to a conversation with a single person, we might also consider how having a matrix of interpersonal relationships could be used to your advantage. If you’ve shown kindness to a character’s best friend, for example, then you’re going to have a better chance of winning them over.

11:35

Griftlands has a bit of that, where characters who like you - or, at least, people you’ve paid off to help you - can buff your stats during negotiations. So I think these examples have shown that we can make dialogue trees that aren’t just basic skill checks that let you skip through gameplay - but are involved negotiations that become exciting gameplay in of themselves - where you’re gathering evidence and intel, reading social cues and body language, and manipulating a web of relationships to get your way.

12:04

In an ocean of games where you shoot first and ask questions later, I’d certainly like to play more games where asking the right questions can have us avoid gunfire altogether. So I’ll be back later this year, to see how Obsidian’s latest game, The Outer Worlds, handles such things. Hey, thanks for watching. And I just want to give a huge thank you to Sega for pulling Alpha Protocol from Steam like one day before I went to get the footage for this game.

12:33

That was fun, thanks, cheers, wicked... love the all digital future. And... I'll see you around.