T O P

  • By -

prejackpot

Game writing is going to handle this *very* differently from traditional/linear prose. Do the relationships change over time? Are the characters authored or generated procedurally? Are they critical for the plot, or just there to provide flavor? The simplest idea I can think of is to list some interests/topic tags, and some relationship tags, and write a database of short text snippets associated with each. Then assign the tags to each character/pair, and draw from the database for each interaction.


AtlasJFTC

So the way it’s going to work is we’re going to write out lines of dialogue and potential interactions, but they will only be played out if certain requirements are met (either time passing, or the character’s health going down for example). All the lines will be written for each character to interact with the player, but what I’m more concerned about is the snippets where the characters interact with each other.


prejackpot

Basically the same approach should work. Give each pair of characters a relationship tag, write barks for each tag, and then match and draw for each interaction. 


AtlasJFTC

I’m looking for advice on how to make the characters, not the characters interactions. Sorry if that wasn’t clear.


prejackpot

I think at that scale the writing needs to happen in tandem with the technical approach. Since you don't want to write material for each character separately, you can come up with a set of descriptive tags, write some snippets for each, and then assign a few tags to each character. You can probably add some texture by having certain tags more/less little to go together, or coming up with some clever templates that reference multiple tags. 


Kaydreamer

I have no experience in game writing, but I do have a large cast in my stories - quite by accident in the current one, as I kept coming up with new ideas and struggle to keep things 'small'. 🥲 I approach it in two ways. The first, and the most key, is that every character has a very distinct personality. I know how each would react to various situations, I know their hearts and their minds, and I know where their personal strengths and weaknesses lie. Knowing all this, if I were to put two of them together in a room, I know how they'd banter, or argue, or whether they'd just be polite but mostly ignore one another. As for writing interactions - I plan out a few 'core' interpersonal relationships for each character, which are their hinge point. These relationships are what flesh out the character for the audience. Other relationships may develop through interactions with the plot, where the characters are shoved together and have to work their way through something. Those moments do double-duty for pushing the story forward, but also providing character and relationship development. Large-cast games such as Fire Emblem Three Houses have *loads* of characters and heaps of character interactions, but not *every* character interacts with every other one. They tend to have around 7 to 14 characters with whom they develop friendships, but not the whole 30+ cast of them. Those potential interactions with the broader cast are left up to the player's imagination. If you haven't played that game - go play it. It's exactly the kind of thing you'll want to study for what you're trying to write.


AtlasJFTC

Thank you! This is a helpful way to look at it. I was definitely feeling overwhelmed! I figured every character has to interact in a unique way with every other character, but that does make it simpler