| abstract
| - So I've seen two ways to handle player choices during dialogue. Option 1:
* Player: I said something in a dialogue box with a chathead!
* NPC: So did !
* Player: This was a choice in a menu without a chathead!
* NPC: This was my response!
* Player: This was another option from that menu without a chathead! etc. Option 2:
* Player: I said something in a dialogue box with a chathead!
* NPC: So did !
* This was a choice in a menu without a chathead!
* NPC: This was my response!
* This was another option from that menu without a chathead! etc. I personally prefer the latter, because it makes clear that the line in question was a menu choice and was not spoken verbatim - sometimes you can choose something off a menu and then get a player chathead dialogue box that says something similar to that option, while other times the game implies that option was spoken by the player verbatim and just shows whatever happened next. This, along with the bullet indents, also makes clear that it was an option in a menu where there were multiple options and that it wasn't just a continuation of the same linear conversation. However, I've noticed users editing my transcripts to change the second option to the first - is that standard? It's not specified in this style guide. Sorator (talk) 07:22, March 30, 2014 (UTC) Personally I prefer the second version. Although it can end up with some silly artefacts like:
* This is a choice in a menu!
* Player: This is a choice in a menu! But I suppose that's a minor annoyance compared to how large transcription/dialogue pages usually are anyhow. IP83.101.44.209 (talk) 08:09, March 30, 2014 (UTC) There's some discrepancies in how options are displayed from when I last did a transcript. Sometimes you choose the response and say that response. Sometimes you choose the response and instantly move onto the next line in the conversation. With that in mind, I'd go with the latter example. Style guide has been revised and is updated to reflect this preference. JivaSoul (talk) 14:55, January 27, 2016 (UTC)
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