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Again, I'd like to see what you guys like.
Okay, here's the problem with just asking "how do you make good dialogue?". Good dialogue is honestly never noticed. As in, the reader or viewer will not notice if it is good. However, there exists a group of people who think "good dialogue" does exist and is noticeable... These people fail to realize that the "noticeable good dialogue" is actually little more than memes. As in, it's so endlessly and easily quotable that it loses all original context and actually divorces itself from the character uttering it.
Ever see the trailer for "Farcry 3"? Remember Vaas? "Did I ever tell you... the definition... of... insanity?" Remember that speech? Everyone does. That's really the problem. That entire speech is the basis for everyone thinking that Vaas is absolutely awesome in every single way as a character and a villain. You know why that's a problem? Because that speech he gives you doesn't emphasize his character well. That speech tells you that he's angry and insane and is so quotable that you love it. In essence, that speech now defines Vaas in every way imaginable... And it makes the original villain boring by comparison. The speech given to you simply tells you that Vaas is angry and not really firing on all cylinders. On top of which, that speech doesn't really reflect his character or his actions well. He mentions in it that he shot some guy in the head because he didn't believe him that "Insanity is doing the same thing over and over again and expecting sh** to change". He tells you "I already killed you twice, and it's not like, I, am crazy". But, you see... his actions don't reflect that. He didn't kill you, he "left you for dead" twice. He doesn't hesitate to shoot anyone in the game... except for you, whom he never shoots despite lots of opportunities to do so and despite his frustration and anger that you just won't die. You see how that kind of dialogue kind of buries narrative faults?
So, how do you create "good dialogue"? That's easy. 1. Avoid exposition unless it's one character explaining something to another character who wasn't there for the events (this shouldn't happen that often, otherwise players can see it's a plot device). 2. All dialogue needs to seem natural. Doing this is as easy as sitting in a mall and listening to other people have conversations to know how speech in the real world works. Or, know your characters inside and out and how they would actually act/react to situations and other people. 3. Conversations and characters are about relationships. Here's a fun thing I learned when I was trying to learn how to write: Characters, like people, act differently when they're with other people. A person will act differently alone than they would act if they were with a friend. That same person would act differently if they were with their best friend than if they were with a passing acquaintance. Again, that person would also act differently if they had to interact with their best friend and their significant other at the same time. People also act differently when in large crowds of people under varying circumstances (formal events, parties, weddings, funerals, malls, carnivals, etcetera). 4. People rarely ever talk to themselves unless they're incredibly lonely or have some kind of mental instability. It's even more rare if they answer the questions they're asking themselves. Characters should reflect this as well as it makes them instantly more believable. Let the player be the one talking to themselves, the characters don't need to do that (it's a lazy way of delivering exposition and is a no-no).
Or, if you want some actual good examples of how to deliver dialogue...
Watch Alien and Aliens. Don't watch those movies for the monster or the horror. Pause and rewind frequently. Listen to what the crew is saying and talking about. There are scenes where they talk over each other, or all have conversations simultaneously with each other. Listen to some of the inane things they talk about. Listen to how they treat each other and how their banter works. Watch how they interact with each other. It's some of the most fantastic dialogue you'll ever see in a movie and it deserves studying as very few movies have ever made characters seem so real through dialogue. No, not even Clerks or Clerks 2...
If you want examples of how not to do dialogue... Watch Nightmare on Elm Street... Or watch Friday the 13th... Or watch pretty much any Sci Fi Original Movie out there. Listen to how hollow all the dialogue sounds. Listen to how all the dialogue sounds as if the actors/actresses know they're in a movie and talking to a camera for the sake of the audience. Human beings simply don't talk like that.
Food for thought, maybe. Anything worth doing, is worth at least studying. Study some movies, study some real life conversations. Take notes if you must. Then, just practice. You'll be writing good dialogue in no time flat.
Fix'dthe single most important thing of dialogue is putting an ellipsis after every single sentence...
It takes tremendous work to make good dialogue, and players do notice it. They notice it because reading it is comfortable. They notice it in that their internal dialogue doesn't stutter when they read it, and it feels natural. And the things you subsequently list as important? That's good dialogue. When you say good dialogue is never noticed, what you're actually trying to say -- from how I read the rest of your post -- is that quotable, easily digestible dialogue is what we see the most of, and that that is not necessarily good dialogue. If that's what you meant, I agree. But the first paragraph ruins your intention.Okay, here's the problem with just asking "how do you make good dialogue?". Good dialogue is honestly never noticed. As in, the reader or viewer will not notice if it is good. However, there exists a group of people who think "good dialogue" does exist and is noticeable... These people fail to realize that the "noticeable good dialogue" is actually little more than memes. As in, it's so endlessly and easily quotable that it loses all original context and actually divorces itself from the character uttering it.
