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Barks, then a branch that matters
Annotated: Game Dialogue and What It Teaches
By Jonah Ellery · Updated 21 October 2026 · 11 min
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Rule
A bark must survive the wrong order.
Players hear idle before approach. The set cannot be a secret sketch.
Rule
A choice that only changes an adjective is not a choice.
Change an action, a flag, or a later cost, or do not pretend.
Rule
Voice is a job complaint, not a fantasy accent.
One bodily limit beats a glossary.
Rule
Do not paste a shipped game to make the point.
The pattern is the lesson. The script is someone else’s.
Game dialogue has to survive interruption, repetition, and a player who picks the rude option to see if you noticed. The example is original: three barks and a branch for a dock guard. The notes are about systems, not about how the line would sound in a trailer.
The set
APPROACH GUARD: Badge where I can see it. Not on your belt. I’m short. IDLE GUARD: The longer you stand there, the more form I have to invent. LEAVE GUARD: Go on. The tide’s the one with the timetable. CHOICE — no badge A) I’m with the pilot. GUARD: Then the pilot can walk you in. I’m not a rumour. (Gate stays shut. Fetch the pilot.) B) Lost it in the water. GUARD: People lose badges. Badges don’t lose people. Back up. (Next gate is hostile.) C) [Leave] GUARD: Tide’s still the timetable.
“I’m short.”
Voice without lore. A body and a procedure. Heard twice, it still makes sense. It does not require the approach line to have played.
“I’m not a rumour.”
Choice A creates an errand. The writing is the verb fetch. An adjective about the player’s tone would have been cheaper and useless.
“Tide’s still the timetable.”
The leave bark and the exit share a spine so the systemic guard and the conversation guard have the same job.
What players are actually praising
They praise writing when choices remember them, when a nobody has a specific complaint, and when they can walk away mid-line without the story sulking. They rarely praise a briefing about the war. You can learn that without transcribing a favourite NPC. Transcription skips the invention of a constraint and wanders into someone else’s copyright. The guard above is a constraint: no badge, a tide, a height. Your faction can have different nouns. The structure should survive the reskin.
Weaker
A) I come in peace. → You seem kind. Go through. B) Move. → You seem rude. Go through. C) Show badge. → You seem official. Go through.
Better
A) I’m with the pilot. → The gate stays shut until the pilot walks you in. B) Lost it. → You are flagged at the next gate. C) Leave. → The tide does not wait.
The first branch spends words on personality and then ignores them. The player learns that tone is cosmetic. The second changes the next five minutes.
Read the barks backwards
If approach is a setup and idle is a punchline, you have written a sketch the player will hear in the wrong order. Read every order. Delete any line that only works as a sequel. Cinematics may have sequels because you hold the camera. Barks may not. This is the cut fiction writers hate, and it is the one that respects the person holding the controller.
Localisation will change the length. A joke that needs the word short to line up with a button will die in another language. Put the joke in the situation. In the design doc, write the consequence as a verb. The mouth is only the clearest place for it if the mouth is actually the clearest place. A silent leave is often better than a quip that fills a hole the tide already filled.
A second set: the pilot, who is not a quip
One guard can be a lucky page. The test is a second character who wants the opposite use of the same gate. The pilot needs the player through, because the tide is also her timetable, and she will spend the player’s reputation to buy the minute. If she sounds like the guard with different nouns, you have one writer and a hat. Give her a different relationship to procedure. The guard treats procedure as shelter. The pilot treats it as weather.
APPROACH PILOT: You brought a person. I asked for a badge. People talk. IDLE PILOT: Tide’s not a suggestion. Neither is my licence. CHOICE A) The guard sent me. PILOT: Then the guard can sign you in. I don’t collect strays. (She will not walk you back. Guard’s flag stands.) B) I’ll wait for the next water. PILOT: You’ll wait where I can see you, and you won’t “help.” (Wait. A later barge is slower and unwatched.) C) [Show the wet badge you lied about losing.] PILOT: Badges don’t swim. Don’t tell me stories with props in them. (Hostile. She radios the guard.)
“I don’t collect strays.”
Choice A looked like progress in the previous menu. It is a closed loop unless the player lied earlier and can prove it. The branch remembers. That is the whole trick people mean by ‘reactive.’
Play the loop on purpose. A fetches the pilot, the pilot sends you back, the guard has already heard the rumour. If that loop is infinite, you have softlocked the fiction even if the door is technically still a door. Write the exit before you write the insult: the slower barge, the fine, the other gate, the lost hour. Players will forgive a cost. They will not forgive a writer who thought “go talk to the other NPC” was a plot. It is an errand. Errands need a change of state at both ends or they are a corridor with punctuation.
What repetition is allowed to know
Barks will be heard forty times by a player who is stuck, and twelve times by a player who is not stuck and simply likes the door. The line has to be true on the first hearing and not humiliating on the fifteenth. Jokes with a single punchline fail this. Procedures succeed. “Badge where I can see it” is a job. A pun about badges that only lands once is a trailer. You can have one joke in a set if the joke is also the procedure — I’m short — because the information stays useful after the smile. You cannot have a set of six escalating jokes that assume the player heard them in order. They didn’t.
Variables are not a personality. Swapping the place-name into a template (“You can’t enter {city} without a badge”) is how open worlds start to sound like a form. Use the variable for the fact that changes, and write the attitude by hand for the few guards the player will actually remember. A hundred generic doors can share a system line. The door you annotated should not. If you are budgeting words, spend them on the characters who can refuse the player, not on the characters who confirm the quest marker. Confirmation is UI. Refusal is writing.
Player agency is not the right to be agreed with. The rude option should sometimes work, when rudeness is a tool the world respects, and sometimes cost, when the person you were rude to has a radio. What it should not do is deliver a lecture about the player’s morals and then open the same gate. That is the cosmetic branch again, wearing a scolding hat. If you want a moral, put it in the price list: the next gate is hostile, the barge is slower, the pilot will not look at you. Morals that are only adjectives get skipped, and they should.
Studying a game without becoming its unpaid archive
A postmortem can quote a bark or two, name the game, and say what the system did. A wiki that pastes every cinematic “for education” is a distribution channel, and it also teaches the wrong lesson, which is that great dialogue is a pile of lines you can admire out of order. You cannot. The lines were great inside interruption, UI, and a cost. Write those three in your own nouns. Dock, tide, badge, height. Or cloakroom, microphone, mother, cheese. The pattern moves. The sentences stay where they were paid for.
If you are the person who will localise this, read the branch as a list of consequences first and a list of jokes second. Translators can save a verb. They cannot save a pun that was doing the work of a verb. Put the work in the verb. In the design doc, one line: choice B flags the next gate. Then the mouth can be as short as the guard’s. Long barks are how you hide that you have not decided the flag. Decide the flag. Cut the bark in half. Read it in every order, including the order where the player walks up, hears the idle line, and leaves forever. If that player still knows the guard has a job, the set is finished.
One more cut that tables miss: the line written for the actor you wish you had hired. If the guard’s best sentence only works in a specific voice you have not directed — a drawl, a whisper, a timing the animation cannot hold — it is not in the game yet. Write for the delivery you can afford. A short procedural line, heard over a noisy dock, survives a tired recording session. A paragraph of nested jokes does not. When you annotate, note the budget of attention as honestly as the flag. Players standing in rain, reading subtitles, holding a weapon, do not have the novel’s patience. Respect that limit and the writing gets better, not smaller. Smaller is what happens when you confuse a limit with a lack of nerve and sand off the refusal. Keep the refusal. Cut the speech around it.
GUARD: You seem kind. GUARD: You seem rude. GUARD: You seem official. (All three open the gate.)
Questions writers actually ask
- Must every choice branch the plot?
- No. Colour is allowed if you label it as colour so nobody budgets a unique scene. The sin is pretending. If three doors lead to the same corridor, write one door, or make one door cost something small and admit it.
- How do I study a game without copying it?
- Write the system: what the bark may know, what the choice changes, where the player can leave. Then invent a different job. A dock guard and a cloakroom attendant can share a system. They cannot share a speech.
- Is silence a line?
- A leave that plays nothing is a design, often a better one if the world has spoken. Don’t add a quip to occupy a silence the tide already owns.
- What about companion banter?
- Treat it as barks with a relationship flag. They still have to survive random order, and they fail when both companions are one wit in two coats. Give them incompatible wants, not just different vocabularies.
- Can a postmortem quote the game?
- Short, attributed, for criticism, within the limits the disclaimer describes. A whole cinematic is a different document and needs permission. This page does not need the paste.
Try this
Write the consequence of one of your choices as a verb. If you cannot, the choice is cosmetic. Cut it or give it a flag.
All thirty exercisesJonah Ellery
Narrative designer
Jonah Ellery is a narrative designer who has written game barks, comic scripts, and branching scenes. He edits the Lab’s interactive and balloon-economy pages.
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