History Main / DialogDuringGameplay

21st Sep '17 7:19:41 PM Nouct
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* ''VideoGame/TheLastStory'' does this almost constantly throughout the game. there are even many sections where a player might hold back in finishing off a boss in order to hear the full conversation.

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* ''VideoGame/TheLastStory'' does this almost constantly throughout the game. there There are even many sections where a player might hold back in finishing off a boss in order to hear the full conversation.conversation.
* ''VideoGame/GranblueFantasy'' has certain characters in the party talk with each other during battle for nearly every action they can do. When the Four Dragon Knights have their unique costume equipped, they get even more battle dialogue with each other.
3rd Aug '17 1:49:21 PM somerndmguy
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Added DiffLines:

** Travelling through Mementos in ''VideoGame/{{Persona 5}}'', you will hear ''plenty'' of chatter between your party members. Conversations are modular, with multiple characters capable of responding to the same piece of dialogue if it gets repeated. It's a shame their conversations get interrupted whenever you open a door.
3rd Aug '17 9:29:27 AM GrammarNavi
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* In the ''VideoGame/AceCombat'' series, most of the dialogue takes place while you are flying/dogfighting, though the really important (story-relevant or character-building) exchanges take place during the quiet getting-to-the-target-airspace sequences. In ''AceCombat5TheUnsungWar'', you could even participate in it with simple yes/no answers (if you didn't press a corresponding button due to being too busy actually playing, the prompt disappeared after a few seconds and the dialogue continued).

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* In the ''VideoGame/AceCombat'' series, most of the dialogue takes place while you are flying/dogfighting, though the really important (story-relevant or character-building) exchanges take place during the quiet getting-to-the-target-airspace sequences. In ''AceCombat5TheUnsungWar'', ''VideoGame/AceCombat5TheUnsungWar'', you could even participate in it with simple yes/no answers (if you didn't press a corresponding button due to being too busy actually playing, the prompt disappeared after a few seconds and the dialogue continued).
23rd Apr '17 10:53:35 AM nombretomado
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** This has become very common amongst many games in the ''Franchise/TalesOf'' series. Frequently, the beginning of a BossBattle will have dialogue between the participants during the fight itself. Party members may comment on the player's tactics, such as using the same technique repeatedly or running around the enemies and not attacking.

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** This has become very common amongst many games in the ''Franchise/TalesOf'' ''VideoGame/TalesOf'' series. Frequently, the beginning of a BossBattle will have dialogue between the participants during the fight itself. Party members may comment on the player's tactics, such as using the same technique repeatedly or running around the enemies and not attacking.
18th Mar '17 7:23:39 PM Abodos
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Added DiffLines:

* ''Franchise/TheLegendOfZelda'':
** In ''VideoGame/TheLegendOfZeldaSkywardSword'', the boss himself will chastise you for fighting poorly. If Ghirahim blocks your sword strikes one too many times, he will grab the sword for himself and start swinging it at you while berating you for telegraphing your attacks so amateurishly.
** In ''VideoGame/TheLegendOfZeldaBreathOfTheWild'', each battle against a [[HumongousMecha Divine Beast]] involves an ally who helps you incapacitate the machine; said ally will also give you hints on how to fight the Beast and congratulate you for good shots. [[spoiler:The hints and congratulations carry over to the end-of-dungeon bosses, where the [[SealedGoodInACan trapped spirits of the Champions]] will tell you about the creatures that killed them a century ago.]]
18th Mar '17 7:05:46 PM nombretomado
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* ''Franchise/{{Neopets}}'' browser RPG ''Neo Quest II'' has a few lines the characters can randomly utter during any move outside fights. Each character has their own lines.

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* ''Franchise/{{Neopets}}'' ''Website/{{Neopets}}'' browser RPG ''Neo Quest II'' has a few lines the characters can randomly utter during any move outside fights. Each character has their own lines.
11th Mar '17 11:18:13 AM nombretomado
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* This was an innovation in ''MetalGearSolid4''; previously, whenever Otacon or your other VoiceWithAnInternetConnection wanted to talk to you, they'd have to interrupt the gameplay by pulling up the Codec menu to talk to you. In ''[=MGS4=]'', Otacon gives tips to you right in the middle of gameplay; this becomes vital if, for example, you get totally lost inside a collapsed building.

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* This was an innovation in ''MetalGearSolid4''; ''VideoGame/MetalGearSolid4GunsOfThePatriots''; previously, whenever Otacon or your other VoiceWithAnInternetConnection wanted to talk to you, they'd have to interrupt the gameplay by pulling up the Codec menu to talk to you. In ''[=MGS4=]'', Otacon gives tips to you right in the middle of gameplay; this becomes vital if, for example, you get totally lost inside a collapsed building.
10th Jul '16 10:16:10 AM nombretomado
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* BioWare's [=RPGs=] frequently have this, as part of the company's traditional attention to characters. The fandom's term for this is "PartyBanter", since most of the dialogue takes place between active party members.

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* BioWare's Creator/BioWare's [=RPGs=] frequently have this, as part of the company's traditional attention to characters. The fandom's term for this is "PartyBanter", since most of the dialogue takes place between active party members.
25th Feb '16 5:12:56 PM 017Bluefield
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But now, with the growing trend toward more cinematic and story-oriented games, companies are starting to have their characters talk and hold conversations during gameplay.

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But now, with the growing trend toward more cinematic and story-oriented games, games (especially those with cutscenes), companies are starting to have their characters talk and hold conversations during ''during'' gameplay.



On the other hand, this kind of dialog is easy to miss while concentrating on the game, especially if [[SubtitlesAreSuperfluous there are no subtitles]] and there is action going on. So it's best limited to background detail, with actual game-critical information given in cutscenes.

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On the other hand, this kind of dialog is easy to miss while concentrating on the game, especially if [[SubtitlesAreSuperfluous there are no subtitles]] and there is action going on. So it's best limited to background detail, with actual ''actual'' game-critical information given in cutscenes.
19th Nov '15 6:13:16 PM DeisTheAlcano
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Naturally, this occurs in games where a group of characters travel together, since otherwise, there'd be no-one for the hero to talk to (though many games did have solo heroes making one-liners--or just [[ICantUseTheseThingsTogether chatting with themselves]]). Sometimes you get this banter with MissionControl. Oftentimes, the heroes will be traveling the countryside, wandering through a town, or so on, and the characters will talk to each other. Or they might remark on something they just saw, or something that recently happened.

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Naturally, this occurs in games where a group of characters travel together, since otherwise, there'd be no-one for the hero to talk to (though many games did have solo heroes making one-liners--or just [[ICantUseTheseThingsTogether [[InformingTheFourthWall chatting with themselves]]). Sometimes you get this banter with MissionControl. Oftentimes, the heroes will be traveling the countryside, wandering through a town, or so on, and the characters will talk to each other. Or they might remark on something they just saw, or something that recently happened.
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