: Re: Dialog, just what's the best way to write it? I've come across the following conventions: "What’s this for?" asked Jake. Sue replied, "None of your business." He shrugged his shoulders.
The second style is dominant in games mainly because there are strong reasons to show dialogues this way:
When you read a book, you see the whole page and are able to go forward and backward a few lines. In games, you see only the current dialogue line.
In games, dialogues are voiced and anything else should happen on the stage, just like in screenplay. So no action tags.
Contrasting with movie subtitles, some games don't have a method to focus your attention on a speaker, for example strategy games. Even if they had, it would still remain plain boring without characters with convincing body language. So, if stage is mostly static, you turn to the text only. Then labels, and even avatars beside the dialog line are helpful.
The main point is that game is not a book, and because of that it has different guidelines.
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