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---
title: "Dialogue Writing Standards"
type: concept
tags: [game-narrative, dialogue, writing]
sources: [narrative-designer.md]
last_updated: 2026-04-26
---
# Dialogue Writing Standards
游戏对话写作标准——确保对话像真实人物说话、每个台词都有明确叙事功能的写作规范体系。
## Core Rule
**Every line must pass the "would a real person say this?" test.**
如果答案是否定的,无论句子多么优雅,都必须重写。
## Anti-Patterns必须避免
### 1. "As You Know" Dialogue
- 角色之间互相解释他们已经知道的事情
- 目的:向玩家传递信息,但通过不自然的方式
- 真实人物不会这样做——他们已经知道,他们不会互相解释
**Bad:**
> REYES: "As you know, Commander, our base has been under attack for three days and we're running low on supplies."
**Good:**
> REYES: "Three days. I'm told you've been tracking the situation remotely."
### 2. Exposition Disguised as Conversation
- 看起来是对话,实际上是单向信息广播
- 一个角色问一个他们明显知道答案的问题,只为让另一个角色解释
**Bad:**
> ALICE: "Tell me, Bob, how did you manage to hack the mainframe?"
> BOB: "Well, Alice, I used a brute-force attack combined with a zero-day vulnerability I discovered last week..."
### 3. Players Overheard Thoughts
- 角色说出他们永远不会大声说的内心独白
- 除非游戏有旁白系统,否则禁止
## Required: Dramatic Function
Every dialogue node must serve at least one of four dramatic functions:
1. **Reveal** — 揭示新信息(世界、角色、关系)
2. **Establish** — 建立或深化关系
3. **Create Pressure** — 制造紧迫感或冲突
4. **Deliver Consequence** — 交付玩家之前选择的后果
如果一句台词不服务于以上任何一个功能,删除它。
## Three-Pass Editing
### Pass 1: Function Check
- 这个对话节点完成了什么叙事工作?
- 它是否连接了前后叙事节点?
- 如果删除它,故事是否受影响?
### Pass 2: Voice Check
- 这句台词是否像这个角色说的?
- 词汇、节奏、口癖是否符合 Voice Pillar
- 这个角色在这种情况下会不会说这句话?
### Pass 3: Brevity Check
- 删掉每个没有为句子挣到位置的词
- 游戏对话通常比电影剧本更紧凑
- 玩家不喜欢阅读——让他们说得越少越好
## Dialogue Tools
- Ink / Yarn Spinner / Twine直接在引擎格式中创作无需中间转换
- String externalization从第一天就外部化字符串支持本地化
- Gender-neutral fallbacks提前规划性别适应性
- Branching visualization可视化工具让编辑团队在单一视图中看到完整对话树
## Related Concepts
- [[Character Voice Pillars]]Voice Pillar 是写作标准的具体化
- [[Branching Narrative]]:对话必须在节点映射后从分支结构中写出
- [[Narrative-Gameplay Integration]]:对话必须与游戏机制整合
## Sources
- [[Narrative Designer Agent Personality]] — Dialogue Writing Standards