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3[[quoteright:350:[[VideoGame/AzureStrikerGunvolt https://static.tvtropes.org/pmwiki/pub/images/asg_mantis_dialog.png]]]]
4[[caption-width-right:350:Well, why didn't you say so!?]]
5
6For the longest time, video games told stories only through dialog that would occur either during cutscenes, or when you walked up to a person and hit the button to talk to them.
7
8But now, with the growing trend toward story-oriented games (especially those with cutscenes), companies are starting to have their characters talk and hold conversations ''during'' gameplay.
9
10Naturally, 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 [[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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12This tends to make the characters feel more "alive" by showing their personality, but it also has the benefit of conveying story and character without hurting the flow of gameplay. If [[VideoGame/{{Uncharted}} Nathan Drake]] quips with Elena and Chloe while you're making him explore a ruined city, then you don't have to stop what you're doing just to watch the characters talk. Plus, it gives more of a feel of actually being there with those characters, to hear them conversing while you're controlling the lead hero.
13
14On 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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16On the technical side, including unobtrusive dialogue is handy to [[FillingTheSilence fill in the boring sequences of trekking across safe/already explored locations]]. For the same reason, it is sometimes used in conjunction with DynamicLoading. It is also very closely related to ExpositoryGameplayLimitation.
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18Note: If the gameplay stops for any reason for the characters to talk, that's not this trope. Therefore, the skits from the Namco ''Tales'' series don't count. Also, if it doesn't involve characters talking ''to'' each other and only involves the main character remarking on things out loud, it's not ''dialog''.
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20See also BossBanter, which is when bosses taunt the player during gameplay - not quite dialog (as there's no back-and-forth).
21----
22!Examples:
23
24[[foldercontrol]]
25
26[[folder:Adventure Game]]
27* In ''VideoGame/{{Unavowed}}'', whichever two characters you bring with you on your mission will sometimes banter in the background about the current state of the mission or just bond over their common experiences. Banter also occurs during the character select screens on the subway, involving the entire party.
28[[/folder]]
29
30[[folder:Action Adventure]]
31* ''VideoGame/ANNOMutationem'': [[EnergeticAndSoftSpokenDuo Ann and Ayane]] frequently chime in to each to discuss about the current area they're exploring while also talking about the various characters they run into while trying to solve what [[NGOSuperpower The Consortium]] is planning.
32* ''Franchise/AssassinsCreed'' occasionally has the voices of your support team appearing during gameplay, and regularly has dialogue during escort missions. Boss fights sometimes have the player character and the boss trading words.
33* In ''VideoGame/BatmanArkhamAsylum'' (and [[VideoGame/BatmanArkhamCity the sequel]]), Batman will converse with Oracle and Alfred to discuss objectives and such during gameplay.
34* ''VideoGame/BeyondGoodAndEvil'' has protagonist Jade and her partner characters talking constantly with her. Some of it allows them to exercise their ExpositionFairy sides, but some of it is simply for flavor or character-building.
35* In ''VideoGame/DeadlyPremonition'', when you have passengers in your car, there's conversation between York and his passengers. York can also have one-way conversations with his invisible friend Zach when he's driving solo.
36* All conversations in ''VideoGame/DeadSpace'' and ''VideoGame/DeadSpace2'' happen in real time through the videologs projected from [[DiegeticInterface Isaac's RIG]].
37* Sam Bridges of ''VideoGame/DeathStranding'' regularly talks with himself while out making deliveries, with some of his remarks seemingly [[AddressingThePlayer directed at the player]]. He can give himself pep talks while carrying heavy loads, curse under his breath while navigating past [=BTs=], complain when his stamina is too low, or simply bring attention to some of the things that he sees out in the world, such as footpaths.
38* ''VideoGame/GrandTheftAuto'':
39** ''VideoGame/GrandTheftAutoSanAndreas'' has this during some boss scenes. Thus, sometimes delaying the death blow so the player can hear what else the opponent has to say.
40** VideoGame/GrandTheftAutoIV has the above, with the addition of conversations that take place while you are driving to missions. Almost every mission has a conversation, and there are even alternate conversations that occur if you have failed the mission and are attempting it for the second time. On the third pass, the [=NPCs=] usually just want to listen to the radio. The player can also make and receive phone calls during gameplay, and it's just as tricky to dial a mobile while driving as it is in real life.
41* ''VideoGame/HarryPotterAndTheOrderOfThePhoenix'' has Ron and Hermione talking in the background about plot related subjects at regular intervals while you walk from place to place.
42* ''VideoGame/InFamous'' has conversations with your companions when you're on an escort mission sometimes, and you regularly have Cole talking to various people on the phone during gameplay. One time Cole's jerk friend Zeke calls up in the middle of a battle, and won't take the hint that now is not the time to be talking about cool names for Cole's new superpowers.
43* Naughty Dog title ''VideoGame/TheLastOfUs'' has not only story-related dialog, but also banter that occurs before, during and after fights. Even when a fight is not finished, Ellie might exclaim "Holy shit, Joel!" when Joel lights someone on fire with a molotov cocktail, and Joel will tell her not to freak.
44* ''Franchise/TheLegendOfZelda'':
45** 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.
46** 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.]]
47* This was an innovation in ''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.
48* All the dialogue between Faith and Merc in ''VideoGame/MirrorsEdge'' happens via Faith's headset while she is [[LeParkour running really fast]]. Apparently, she is just that good at keeping her breath steady.
49* ''VideoGame/{{Outcast}}'' has enemies on patrol while the Ulukai speaks with various Talan. If they get too close, the conversaion breaks and requires combat to be resolved.
50* Happens while the player is platforming in ''VideoGame/PrinceOfPersiaTheSandsOfTime'' trilogy. Sometimes, the conversation is distracting and leads to the player's death, making them miss out the rest of the conversation. Likewise, there is a lot of banter between Prince and Elika in the [[VideoGame/PrinceOfPersia2008 2008 version]].
51* In ''VideoGame/ScarfaceTheWorldIsYours'', in the 'storage area' an extra summoned mook will sometimes decide to get into a verbal shouting match with the mook that shows up because it's a storage area.
52* ''VideoGame/SilentHillShatteredMemories'' allows Harry and anyone currently travelling with him to hold a conversation en route to their destination, either on foot or in a vehicle.
53* Several of the ''Franchise/SpiderMan'' video games have Spider-Man and the bad guys toss back and forth verbal barbs at each other. Sometimes townspeople will talk to Spidey or shout up at him while he's swinging around the city, and he'll talk back.
54[[/folder]]
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56[[folder:Arcade]]
57* 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 ''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).
58* This goes all the way back to ''VideoGame/SpaceAce'', with Dexter and Kimberly exchanging witty banter (and exposition) during action scenes.
59[[/folder]]
60
61[[folder:Card Battle Game]]
62* In ''VideoGame/{{Shadowverse}}'', the pre-defined emotes serve as a simplistic way for players to communicate with each other. Later story chapters have your playable character exchange unique lines with their opponent at specific turns or after the match.
63[[/folder]]
64
65[[folder:First Person Shooter]]
66* Shows up in copious amounts in ''VideoGame/BioShockInfinite'', which Booker and Elizabeth talking and exchanging banter even in the middle of a firefight.
67* The ''VideoGame/Left4Dead'' series has lots of this. Characters talk to each other frequently, mostly yelling out information (such as enemy positions), but sometimes hold brief conversations as well.
68[[/folder]]
69
70[[folder:Hack and Slash]]
71* ''VideoGame/DevilMayCry'' is no stranger to mid-battle dialogue, but ''VideoGame/DevilMayCry5'' takes this to a new level, not only having the character(s) talk to themselves about various events going on around them, but in a few cases they have active chatter against the enemy.
72* ''Videogame/DynastyWarriors'' and many of its contemporaries have the significant characters talk to each other even as the player is hacking through hundreds of mooks. They're usually explaining what happened during the scenario/mission.
73* ''VideoGame/EnGarde'' is all about its battle dialog. Characters constantly joke around and tease each other, and some of the dialog is pretty funny. It all adds to the game's very light mood.
74* The ''VideoGame/GodOfWar'' series occasionally has dialogue during gameplay, but it's pretty rare and usually other characters taunting Kratos. ''VideoGame/GodOfWarPS4'', on the other hand, has Kratos frequently talking to Atreus and later Mimir. They discuss not only what they're doing at the moment, but also the world and several stories that Kratos and Mimir tell Atreus while they're rowing.
75* Characters in ''VideoGame/HyruleWarriors'' keep up a running commentary of the battle, to inform you of their plans or to ask for your help when they're overwhelmed. Unlike most examples of this trope, the dialogue is not voice-acted (since it is a Zelda game) other than a short gasp or similar sound to alert you to their dialogue. Given the hectic nature of battles in the game, it can be quite easy to miss unless you happen to glance over at the bottom corner of the screen at the right moment.
76[[/folder]]
77
78[[folder:Platform]]
79* ''Videogame/AzureStrikerGunvolt'' has him (or Copen) and the MissionControl talk as they traverse through the levels. Occasionally the mooks and even the boss may also talk, either to each other or to the heroes. They're sometimes hard to follow, especially since it's a fast-paced game; some sections may also trigger a certain conversation even when the previous one isn't finished yet.
80* Used in Meta Knight's Revenge in ''VideoGame/KirbySuperStar''. The villainous crew constantly banter among each other (even giving out gameplay/boss hints) while you play through the game.
81* ''Franchise/SonicTheHedgehog'':
82** ''VideoGame/SonicAndTheSecretRings'' has Sonic accompanied by a fairy/light that follows him around, and sometimes the two talk to each other.
83** ''VideoGame/SonicForces'': Sonic frequently talks during gameplay, and [[BossBanter exchanges comments with bosses]] during fights.
84** ''VideoGame/SonicHeroes'': The team members talk among themselves during gameplay.
85[[/folder]]
86
87[[folder:RPG]]
88* 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.
89** The ''Franchise/BaldursGate'' series started the tradition but there, the party members with opposing world views would start arguments and draw on the PC for arbitration, thus making it a regular cutscene. Sometimes, however, they would spontaneously compliment each other while traveling, playing this straight.
90** The ''Franchise/MassEffect'' series follows suit, with squad members conversing behind Shepard's back, especially during the elevator rides used to conceal level loading in the first game.
91** The ''Franchise/DragonAge'' series has a set of predetermined locations, passing through which would trigger dialogue between two (sometimes all three) [=NPCs=] accompanying the player. Each pair of characters has 5-6 dialogue bits that play out sequentially, regardless in what order you visit the trigger locations (though some play only after certain plot events), and each bit reveals hidden aspects of their personalities (like Leliana catching [[TheStoic Sten]] [[PetTheDog playing with a kitten]], or [[ReallyGetsAround Zevran]] hitting on [[IceQueen Morrigan]]). ''VideoGame/DragonAgeII'' even lets the SuddenlySpeaking PlayerCharacter participate in the banter.
92** It's [[SerialEscalation greatly expanded]] in ''VideoGame/DragonAgeInquisition'', where there is ''[[https://youtu.be/b0zNyv_WdH0 over five hours]]'' of recorded dialog between the 9 party members and player character. Banter can occur at any time (except when fighting, or in Val Royeaux) and takes into account what quests you've done and who you've romanced.
93* ''VideoGame/TheElderScrollsIVOblivion'' has [=NPCs=] getting into conversations about rumors and current events with each other, while the player is walking around.
94* ''Franchise/FinalFantasy'':
95** ''VideoGame/FinalFantasyVIIRemake'' continued the trend, with the party bantering in battle and around the map, as well as [=NPCs=] around the towns. As Cloud's reputation builds, the dialog adjusts to account for his growing notoriety.
96** ''VideoGame/FinalFantasyXIII'' has this; when you're walking around, sometimes your party members will comment on stuff like the scenery in the corner of the screen.
97** ''Videogame/FinalFantasyXV'' has this between the [[TrueCompanions four main cast members]] for a large chunk of the game. This has the side effect of making the awkward silence between the four after a spat during the game's plot and the isolation in later sections where TheHero finds himself on his own even more jarring.
98* ''VideoGame/FossilFighters'' includes {{Combat Commentator}}s discussing the battles going on, via text boxes on the DS's top screen. Like with ''VideoGame/KirbySuperStar'', you can pick up tips if you pay attention.
99* ''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.
100* The protagonist couple of ''VideoGame/Haven2020'' regularly talk with each other while they're out exploring Source. In addition to making idle conversation related to the time of day or the latest plot developments, they can also respond to riding flow threads, performing large jumps, collecting cooking ingredients, [[WizardNeedsFoodBadly going too long without eating]], and more.
101* ''Franchise/KingdomHearts'': Most of the games at least have the characters saying something during battles, though it's usually more for flavor than actual dialog, e.g. shouting a character's name while casting a healing spell. ''VideoGame/KingdomHeartsIII'' has more of this, with characters pointing things out (e.g. collectable items) while walking around outside of combat.
102* ''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.
103* ''[[VideoGame/TrailsSeries The Legend of Heroes - Trails]]'': Beginning with ''[[VideoGame/TheLegendOfHeroesTrailsOfColdSteel Trails of Cold Steel]]'', the party members have a brief conversation while out exploring in various areas.
104* ''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.
105* ''Franchise/{{Persona}}'':
106** Your party members in ''VideoGame/{{Persona 3}}'' and ''VideoGame/{{Persona 4}}'' are quite chatty during battle, and they provide all sorts of commentary on things like scoring a critical hit, missing an attack, finishing off an enemy, another party member finishing off an enemy, getting inflicted with a status element, an ally getting downed, number of enemies left, etc, etc.
107** 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.
108* ''VideoGame/RogueGalaxy'' had a feature called "Active Chat" (a possible title) where as you run about each planet, the active members in your team quip random comments. Many of these were context-sensitive, reflecting on the current situation/objective, the previous RandomEncounter, the surrounding environment, how long the player has been running around (or standing still), how long it's been since they used a SavePoint, or so on.
109* Almost all of the storytelling in ''VideoGame/{{Sonny}}'' is done via this, since the game is essentially a long string of battles with only a single fairly short cutscene in between each chapter.
110* In ''VideoGame/SouthParkTheFracturedButWhole'' your party members will have something to say about just about anything that can happen during a battle, from being attacked to having different status effects inflicted to using items to specific other party members attacking, and sometimes characters will even have short exchanges with each other. And that's not even counting the lines specific to different story fights.
111--> '''[[SuperStrength Super Craig]]:''' *after [[AnimalThemedSuperBeing Mosquito]] attacks* You know you don't really need to [[BloodLust drink that shit]], right?
112--> '''Mosquito:''' Well, you really need to punch your enemies, Super Craig?
113--> '''Super Craig:''' Uh, yeah.
114--> '''Mosquito:''' All right, then. Don't be a hypocrite.
115* This has become very common amongst many games in the ''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.
116** ''VideoGame/TalesOfSymphoniaDawnOfTheNewWorld'' had conversations mid-battle, usually as the result of player action (i.e. using items, taking a lot of damage).
117--> '''Marta:''' You're using too many Artes!
118--> '''Emil:''' It's to win!
119** ''VideoGame/TalesOfXillia'', its [[VideoGame/TalesOfXillia2 sequel]], ''VideoGame/TalesOfZestiria'' and ''VideoGame/TalesOfBerseria'' all have your party members provide dialogue while you're moving about in the field and during battles, especially when you eccounter an enemy for the first time or fight a boss.
120[[/folder]]
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122[[folder:Survival Horror]]
123* Instead of telling the story through cutscenes, dialogue in ''VideoGame/ThePersistence'' will play between your player character and the game's one NPC when you progress to key parts of the ship. You'll also get unique dialogue when you respawn or pick up an particular item for the first time in a life.
124* The characters throughout ''VideoGame/APlagueTaleInnocence constantly'' banter with each other. Depending on how quickly you progress through each setpiece, you might even find their lines running over each other, making it a bit hard to suspend disbelief in those moments where Amicia and Hugo are trying to be stealthy.
125[[/folder]]
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127[[folder:Third-Person Shooter]]
128* ''VideoGame/GhostReconWildlands'' has mission briefings and conversations during the game. When combat breaks out, the dialog pauses while the players get to focus on combat, with said dialog restarting once combat is evaded or ended.
129* ''VideoGame/KidIcarusUprising'' has a lot of this during both gameplay types - the flying and the on-ground fighting. Pit has a lot of back-and-forth dialog with Palutena, and other characters, such as bosses, have a lot to say during gameplay as well. Some of it is story-related, while a lot of it is comedic banter.
130* ''VideoGame/LANoire'' likes to include dialogue while you are driving to somewhere. If the player has his partner drive, which automates the trip, the conversation will complete before the cut to the destination.
131%%* Ditto ''VideoGame/MafiaTheCityOfLostHeaven''.
132* Walker, Lugo and Adams frequently converse during ''VideoGame/SpecOpsTheLine'''s campaign.
133* There's lots of chatter with your wingmen in the ''Franchise/StarFox'' series. Sometimes enemies exchange taunts with the heroes, and sometimes other characters talk to the Star Fox team. This has been happening since [[VideoGame/StarFox1 the first game]], which originally used only text and no voice acting to convey the dialog.
134* The ''VideoGame/{{Uncharted}}'' series lives and breathes this trope. There's a lot of conversations the characters have with each other during gameplay, not just during exploration but also sometimes even during battle!
135* ''VideoGame/{{Warframe}}'': While the player is a HeroicMime (until a certain questline), [[MissionControl The Lotus]] and other characters will talk with the player as the mission goes on. For [[BossBattle Assassination Missions]], the target in question will throw out taunts towards the player.
136[[/folder]]
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138[[folder:Non-Video Game Examples]]
139* As TalkingIsAFreeAction in ''Roleplay/DestroyTheGodmodder'', many players intersperse their actions with dialog, or even use their dialogue to boost the creativity, and therefore, effectiveness of their attacks.
140[[/folder]]

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