Characters and speech: A tutorial - Printable Version +- Save-Point (https://www.save-point.org) +-- Forum: Games Development (https://www.save-point.org/forum-4.html) +--- Forum: Tutorials (https://www.save-point.org/forum-19.html) +--- Thread: Characters and speech: A tutorial (/thread-2664.html) |
Characters and speech: A tutorial - Lunarea - 12-06-2008 Dialogue: Thoughts on developing character speech
Character development is crucial in the creation process of any story. Poor character development can make even the most interesting idea seem bland and unnoticeable. On the other hand, good character development can bring a new twist to the most cliché of stories. A character is developed through action, reaction and speech. Though all are important in creating a believable character, this tutorial will focus on the speech portion of character creation/development. Sections:
Vocabulary: Vocabulary is defined as the pool of words or phrases which a particular individual or culture draws upon when expressing ideas through oral or written speech. Or, to put it more simply, vocabulary is the words and phrases we use to talk. Vocabulary of a person depends on the following:
A characterâs upbringing is also a factor in determining their vocabulary level. If a character was exposed to reading books or talking to other educated characters (such as philosophers, teachers or priests), their vocabulary may also be very large and complex. As a rule of thumb (and there are a few rare exceptions), the character who had formal education will be better versed than a character who was âself-taughtâ. The reason for this is that characters with formal education have more resources and people available for learning. A self-taught character will have fewer books/teachers and may even have outdated information. The exception to this rule is a case of a very rich person that is able to travel frequently and buy many books.
The reason for this, to put it simply, is tied to the education level. The rich are able to afford better education and more of it. They can also enroll in such things as classes for good manners and proper speech. Because of this, it is socially expected of nobles (especially royalty) to have a rich vocabulary. It would be strange for a noble who was born rich to have simple and poor vocabulary. On the other hand, poor characters are expected to have simple speech. A poor character would use a lot of colloquialisms (i.e. slang) and often make grammatical errors. The poverty of the character would prevent them from getting an education or learning themselves the proper way to talk. There are a few exceptions to the rule:
But the environment isnât only limited to the physical place of living. It also includes the people that live around us. Whether we like it or not, we are affected by the people that surround us. As such, we may pick up certain phrases or ways of expressing ourselves from those around us. This happens whether we like it or not and itâs something that you should be mindful of when developing character dialogue. A good example would be a poor character brought up in a port town that spends a lot of time reading and thus speaks âproperâ English. To make that character more dynamic and to explore his background, there should be a time where he slips up. For instance, when this guy gets upset, he starts using simple speech and curses worse than an old sailor. A special note should be given to characters that have traveled extensively, especially those that are a bit older. These types of characters have been in many different types of environment and have interacted with many different cultures. As a result, their vocabulary and mannerisms will probably be the richest of all possible characters. They have, basically, learned through experience and thus are able to adapt their speech to many different situations. Accents:
As a person living in a multicultural world, youâve undoubtedly noticed that there are many accents people have. And some of you have probably thought that itâd be cool to include some of these accents in your game. But this is not an easy process and many writers find themselves failing at it. There is no formula that will instantaneously make for great accented speech. The process is one of trial and error. It involves a lot of testing, changing and adjusting. The key is to understand the subtle inflections and translate them into speech through unique or different spelling. Hereâs an example of accented speech from a Southern character: âMy maw anâ my paw raised me proper, ya know. They tells me to always be good to them ladies. Anâ I donâ care what yâall say, I ainât gonna be lookinâ atâem fer no reason when theyâre takinâ a bath!â Although I canât tell you how to model your spelling for all the different cultures, I can offer some tips on how to plan for and write accented speech.
Also keep in mind that speech and vocabulary change through time, so select the right time period when youâre doing your research.
The important thing here is to get an idea of how these authors use words/spelling to convey a particular accent.
Alternatively, you might find the following website useful: http://accent.gmu.edu/ . The speech accent archive is a collection of accented speech. Contributors are invited to read a paragraph (you can find it on the site) with various accents. This can give the writer an idea of how to model their charactersâ dialogue. What not to do:
The basic rule of thumb is that it shouldnât take more than 10 seconds for the player to understand the message than if it were written in plain English. The only exception to this rule is writing a dialogue for a character that no one understands. In that case (and that case only), feel free to go crazy with accented speech. Hereâs an example of what not to do: âOi govân! âoâ aâ yew tâs evâinâ. Aye wâet tew âelâ yew âouâ âe âew âest.â - this is just unreadable, and unless you knew what the character was saying beforehand, it would be near impossible to decipher. Hereâs an example of how the same few lines can be changed to be usable in a story: âOi, govâna! âow are yew this evâninâ? I wonted to tell yew about thâ new guest.â - this phrase still gives the illusion that the speaker is English, but it the player will still be able to understand it.
That is not to say that theyâll never slip and use a word that they never used before, or that they may not talk differently in parts of the story. Your character could slip up and say another party member is rubbing off on them. Or your character would carefully try to hide their accent because it would put them in danger. These situations, however, are exceptional and would be a good explanation as to why accented speech might temporarily change. But it is never advised to permanently change the accented speech of a character. If you went through the trouble of giving your character accented speech, either let it carry all through the story, or get rid of it altogether.
Before you can successfully convey the unique spelling and grammar of accented speech, you need to be able to write in âproperâ English. In other words, brush up on your spelling/grammar and write out the dialogue without fault in English first - and then change it to accented speech. Colloquialism: Colloquialism is defined as informal or everyday speech. It is, basically, the speech that youâd hear from people in a casual setting. Examples: Formal speech: âDo you want to go to the movies with me?â Informal speech (colloquialism): âDo you wanna go to the movies with me?â Colloquialism doesnât always follow the proper uses of grammar or spelling. Words can be omitted or added depending on the accent and the culture of the speaker. Colloquialism also includes the use of slang, including swearing, proverbs and catch phrases. As Iâve already touched on researching accented speech (which is also considered colloquialism), I will only focus on swearing and proverbs in this section.
So, how can we incorporate swearing into dialogue? The first step is to gage your comfort level. What swear words are you comfortable with? What insults are you comfortable with? How frequent would the swearing need to be before it bothered you? The second step is to guess the comfort level of your target audience - readers/players. What swear words and insults do you think theyâd be comfortable with? How much swearing would it take before they felt bothered? In most cases, the answer will be that thereâs at least one person that wouldnât be comfortable with any swear words or any instance where swearing is present. So, now is the time to bridge the gap between the two. Ask yourself how important the swearing is to character and plot development? For example, if one of your characters is a rugged sailor with a habit to swear when theyâre angry, it wouldnât make sense to remove all swearing from the story. Likewise, if your character was an educated priest brought up in a monastery, they wouldnât be swearing left and right. Once you know how important the use of swear words is, think about a possible creative way to portray them. Maybe you can think of a swear word thatâs particular to your characterâs culture, or maybe you can think of an insult unique to your characterâs world. If being creative just seems to spoil the mood of your story, stick with an uncensored version of the swear word of your choice. If youâre wondering why Iâm suggesting uncensored version, it is simply because censoring swear words gives the same effect as creative swearing. It makes dialogue and plot tame, and if youâre trying to avoid that, you donât want to censor words (such as saying $h*t, for example). While you might think itâs a good idea to censor words so that your audience isnât offended, it does absolutely nothing for your dialogue/story. The people who would be offended with the uncensored version will still be offended with the censored one while others might even be annoyed by the random symbols and letters. Personally, I like reading unique and creative insults/swears because they can be funny and very expressive. They can become something that sticks in the mind of the player as well as give character and uniqueness to your story.
âDonât count your chickens before theyâre hatchedâ is an example of a proverb. It means that you shouldnât make plans for something until you know that itâs real, and not just guess. Most proverbs are written in this fashion: somewhat vague reminders of things considered to be common sense. When making your own unique proverbs, keep in mind that proverbs will be metaphors drawn from immediate environment and experience. In other words, there wonât be a proverb about snow in a hot sandy area thatâs never seen even rain. There are several ways to include proverbs into dialogue/story. One is as a reaction to an event - such as a character saying âAll good things come to those that waitâ when they get a reward for their patience. Another is education - such as books and libraries, or a scholar studying anthropology. And yet another is in NPC speech or advice giving - in particular, the elderly might be likely to mention proverbs in their interaction with the player. Hereâs a link to Chinese Proverbs: http://www.quotationspage.com/quotes/Chinese_Proverb/ And hereâs another to English Proverbs: http://www.quotationspage.com/quotes/English_Proverb/ Dynamic Dialogue: A dialogue is a verbal exchange between two or more people. It is an invaluable tool in character development. Making a dynamic and interesting dialogue is more than just coming up with great writing. Take a look at how you can make your dialogue more fun for the player:
- Use of avatar pictures. Obviously, this is the simplest way to show a characterâs reaction. The avatar at the side of the screen that designates whoâs speaking can also show facial expression that gives tone to the dialogue. There are great face maker programs out there that can help you create avatar graphics. Otherwise, taking a bit of time to edit the existing avatar graphics might make a big impact on the enjoyment players get out of your game. Adjusting the speed of the letter-by-letter display can add a lot of drama to the game. For example, if a dying character were to say âForgive meâ very slowly, it would set a sad and tragic mood to the story. - Use of auto-close and slave windows. - Use of positioned windows.
- Use of pause (wait command). - Use of character graphics. - Use of pictures (show picture). - Use of dialogue-enhancing action. Inner Monologue: Including inner monologue in a story is entirely up to the writer. Good inner monologue can be great in developing a character or the world that the character lives in. Through inner monologue, one can get a better idea of the motivation and the values of a hero. On the other hand, misplaced or pointless inner monologue can turn players off and make a character annoying. There isnât a perfect place where inner monologue should be used. Some game makers like using inner monologue when giving the player a choice in performing an action. For example: While standing in front of a drawer: .o(Should I open this drawer?) Yes No Other game makers like to use inner monologue to show the characterâs true reaction. For example: While talking to an old man: [Old Man]: Hey, baby, wanna dance? [Heroine]: .o(What a pervert!) [Heroine]: No, thank you. And, finally, some game makers use inner monologue when a character interacts with inanimate objects to show the characterâs impressions. For example: Hero touches a dress: [Hero]: .o(This dress feels silky soft. It reminds me of the dress Matilda wore to the wedding.) There are 3 simple rules in making good inner monologue:
Besides, the vocabulary and the accented speech you chose for your character is something that defines them. It is what makes your character unique and memorable. The player may be confused if the character thinks and talks differently.
You can also use inner monologue to inject a little humor into your story - especially if your character has strange reactions to objects or people. But be mindful of how important that is to your game and if your time and effort might not be better invested elsewhere. Conclusion: I hope that this tutorial will help make your writing experience more enjoyable. If you have any questions or suggestions, comments are welcome! |