Article

Improving optionality in video game dialogue with Trope-Informed Design

Details

Citation

Rennick S & Roberts SG (2025) Improving optionality in video game dialogue with Trope-Informed Design. Game Studies : the international journal of computer game research, 25 (2). https://gamestudies.org/2502/articles/rennick_roberts_improving_optionality

Abstract
This article applies Trope-Informed Design (TID) to optionality in video game dialogue. TID is a method for identifying opportunities for subverting and averting patterns in game design, with a view to enhancing player experience. Here we identify recurring patterns in dialogue optionality in role-playing games, and suggest ways of expanding and improving dialogue systems. We conduct a systematic study of what kinds of dialogue options players are given in video games. We then review what issues players have with dialogue option systems using trope analysis, and compare video game dialogue systems with what happens in real-life conversations. This motivates several suggestions for expanding dialogue optionality in a manageable way.

Keywords
immersion; dialogue; conversation analysis; linguistics; tropes; trope-informed design; choice; player agency

StatusPublished
Publication date31/07/2025
Publication date online31/07/2025
Date accepted by journal12/05/2025
URLhttp://hdl.handle.net/1893/37346
Publisher URLhttps://gamestudies.org/…ving_optionality
eISSN1604-7982

People (1)

Dr Steph Rennick

Dr Steph Rennick

Lecturer in Digital Media (Interactive), Communications, Media and Culture

Files (1)

Research programmes