|The card's front face||The card's back face|
|All kinds of conversation.|
Many contexts, including:
Narrative , Emotional Script , Character Soundprint , Narrator , Thoughts , Helper Voice , Recordings , Chitchat , Seeking for PC , ....
Acoustic Ecology .
May call for:
Subtitles and Captions .
Dialogue consists of all forms of discourse presented along the game.
Dialogue is instrumental in communicating the story (Narrative, and e.g., Recordings), aspects of the gameplay, what the characters think (e.g., Thoughts), their state of mind (e.g., Unaware NPC, Suspicious NPC, Seeking for PC), and their feelings (other messages contributing to the Emotional Script).
Dialogue is usually associated to characters – and it can even constitute an important element of their Character Soundprint – but it can also come from other sources, as in some cases of Narrator and Helper Voice.
Dialogue can be implemented through actual Voice Acting (and possibly Dubbing). Yet, there are noticeable cases in which designers decided not to have actual voicing and opted to have Subtitles and Captions instead. Subtitles and Captions may also be pertinent when considering that not all players may be familiar with the language(s) used, and also the ear impaired.
Dialogue may also be used as an instrument to enrich and confer more aliveness to an Acoustic Ecology, for instance by "allowing" NPC to talk to each other (e.g., Chitchat) or by giving voice to a crowd.
One aspect that tends to be more noticed in Dialogue than in other Sound Layers (Foley, Sound Effects, Ambiance, and Music) is the need for Variety, most probably because repetition is perceived as less plausible in this case.