So I'm in a bit of a creative funk right now (it's currently going on day 3,


woo.) so I figured some online discussion on some aspect of game creation might help, and why not discuss one aspect I find difficult, writing character dialogue?
Something I find myself falling into a lot, (especially with NPCs) is just writing the "barebones" dialogue when I try to make conversations with characters short. (do x to get back to the plot "insert name here!") Which is okay once in a while, but when it starts bleeding into the main character, it starts becoming a problem... Which strangely I didn't seem to have too much of a problem with this in my first "game." (of course, THAT had a myriad of other more pressing concerns either way, not least of which was the fact that it was/is so unbalanced it's unplayable)
So I've been wondering if you guys/gals had tricks you used/or specific ways to write when writing dialogue, do you plan it out or do you wing it? Or some strange combination of the two?
I'm not sure how much I can help. Usually, a writer doesn't have much issue putting themselves into "a new character" and speaking as if they were that character.
So, I'm going to assume you have very little practice in writing stories in general. As a starting point, instead of creating your own unique characters, you'll want to base them off of people you know. It seems "unoriginal" and "childish", but that's what most authors do in order to get a feel for writing other characters that aren't just a form of "self insert" (all authors start by self-inserting themselves into their work. It's part of learning our craft. It's why FanFiction is so prevalent). So, you likely have little trouble writing the main character as it is probably based upon yourself. But, the other characters? Well, unless you base them on someone you know, you're going to have issues as a "first timer" keeping them consistent throughout the work and giving them proper personality.
I recommend using people you know, because you know those people quite well. Probably even well enough that you could predict how they'd act/react in most situations and to most questions and dialogue. If you don't know many people that well... you're going to have problems. Lots of problems. Once you've written enough stories about the people you know, you kind of get a feel for how people are in any given circumstance and with any given personality.
If you're looking to create convincing character dialogue, watch movies, read books, and go to the park and listen to people talk to each other. Or, go to a restaurant and just listen to people talking each other. Try to predict what they're going to say or do next. After a while, you get pretty good at it.
If you're looking to create convincing characters, then there's one thing I learned, which I think every author should know: "Characters are all about interactions". That is to say, we, as people, act differently depending on who is around. How we act when we're alone is different than how we act with our Significant Other. How we act with our Best Friend is different than both of those as well. How we act when our Significant Other and Best Friend are in the same room with us also different. In essence, we change who we are, and our personality to some degree, depending on who we are interacting with and who can hear us/see us.
The example I was cited was this:
A group of four people, A B C and D. A acts this way when alone. A acts this way when with B. A acts this way when with C. A acts this way when with D. A acts this way when with B and C. A acts this way when with B and D. A acts this way when with B and C. A acts this way when with C and D. A acts this way when with B C and D. A acts this way when with B C and D and surrounded by strangers.
Using that, you can tailor personalities and conversations around who is present as well as what is going on.
Now, if you have no interest in being a writer... or no drive to be the best writer you can be... I recommend just using "Tropes" for characters. Tropes exist for a reason. You need only make those tropes your own. Tropes are fine enough to get your game moving and keep players moving along. At least, as long as nothing feels forced. Even experienced and master writers use Tropes. They're a good starting point. They're the easiest way to establish "the familiar". You can "add depth" to the tropes as you go. As you provide a backstory for the characters. Or, the story compels them to act/react in certain ways.
Finally...
It is not uncommon for a writer of any kind to simply rewrite dialogue. Or, use placeholder dialogue. When we reread our work, we can tell the "flow" of the dialogue and when it's "interrupted" to make it feel forced, or choppy, or nonsensical. Usually, we end up making several passes at dialogue to get it to all "flow" correctly. I call it "removing rocks from the stream", but I think most other writers call it something else. Dialogue in real life has that flow. It's awkward when someone stumbles in a conversation. Forces some piece of dialogue in real life. Says something completely out of context. Uses the wrong wording. Says something out of character. People have these stumbles in real life dialogue. However, when writing, you really aren't allowed to have these unless it's intentional. In our everyday life, we barely notice when someone "stumbles on a rock in the stream of dialogue". It's momentary. It passes. Despite how jarring it is.
So, you make several passes at your dialogue to remove all the rocks from the stream. There's no such thing as a "final draft". There is only the draft of "this is the best I can do right now".