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
- Accents
- Colloquialism
- Dynamic Dialogue
- Inner Monologue
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:
- Level of Education/Upbringing
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 A self-taught character will have fewer books/teachers and may even have outdated information.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.
- Economic Standing
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:
- A noble who fell on hard times and is now poorer than a mouse will still have rich and flowery speech.
- A country bumpkin that inherited a mansion will still have simple and erroneous speech.
- A character that is out of their usual environment (i.e. a rich person who pretends to be poor or a poor person pretending to be rich) will have an odd combination of simple and flowery speech.
- Environment
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.
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.
- Research a particular culture, both in accent and vocabulary.
Also keep in mind that speech and vocabulary change through time, so select the right time period when youâre doing your research.
- Pay attention to how other writers convey accented speech.
The important thing here is to get an idea of how these authors use words/spelling to convey a particular accent.
- Try translating accented speech from movie/TV characters into written speech.
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:
- Do not change the spelling of every single word to be accented.
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.
- Do not change the level of the accented speech of a character without a very good explanation.
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.
- Do not copy expressions, metaphors or ways of spelling if you donât want to be associated with the original.
- Do not pretend that bad spelling and grammar are actually accented speech.
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.
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.
- Swearing:
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.
- Proverbs:
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/
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:
- Through Message Scripts
- 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.
- Use of speed in letter-by-letter message display.
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.
One of the things that is more difficult to display is when a character is interrupted while speaking. The auto-close function makes this possible. It can be a very useful tool in creating conflict or an action sequence.
If you are using ccoa's UMS, note that it supports the possibility of slave windows. What these essentially do is allow 2 message windows to be displayed at the same time. This is an extremely effective way to show when a speech is interrupted or when multiple people are speaking at the same time.
- Use of positioned windows.
A window that appears over the head of the speaker can be very useful in conveying emotion or a reaction. The windowâs position prevents any confusion as to where the reaction is coming from. Furthermore, the ever popular ellipse (â¦), exclamation point, question mark or one-word expressions can be used more effectively.
- Without Message Scripts
- Use of pause (wait command).
Pause can be your best friend. Not only does it set pace for the dialogue, but it can be the most powerful way to convey emotion. For example, the heroine asks âDo you love me?â There is a long pause after which the hero replies: âI donât know.â The pause before the hero spoke said more than his words.
But you need to be careful with pausing as well. Any pause (no matter how small) will slow down the pace of the game. If the pauses are too many and too frequent, the player might grow bored and stop playing. So, save pauses for when theyâre really important.
- Use of character graphics.
Matching graphics to the dialogue is a great way to enhance the mood of your game. Regardless of the graphical style youâre using, consider adding a little extra to your character that helps convey their reactions better. It can be as simple as adding an icon with a heart over their head to show theyâre in love or as complex as making a brand new action pose to show that theyâre mad.
If youâre having trouble with graphics, take a look at the various poses and styles you have available.
- Use of pictures (show picture).
If youâre graphically talented (or if you have an artist willing to help), adding a picture or two can really spruce up the dialogue. This is just an extension to the avatar tip mentioned above, but for those that arenât using a message system, it can be a great alternative.
- Use of dialogue-enhancing action.
Lastly, using movement and action to spice up the dialogue can make even long exchanges pleasant for the player. A static screen with scrolling text can get tedious and could encourage the player to rush through it without really reading. But when some movement or graphical change is added, the experience becomes like watching a movie and that captures attention better.
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:
- Your character thinks the same way they talk.
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.
- Your character interacts with speech, not thought.
- Your character doesnât need to have an opinion about everything around them.
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!