It's been a long while since I've written the amount of dialogue I've written these past three weeks, and despite the somewhat disturbing fact that I'm now starting to
dream dialogue - and believe me, you don't want to be doing that - it's going surprisingly smoothly. I've managed to get into the TLJ groove, style wise, and there's no question that
Dreamfall's original characters inhabit the same universe as their precursors.
It's all too easy, however, to go completely overboard when you're working with interesting and familiar characters. You want to dig into their lives, spend a while getting to know them, their history and quirks - and with returning characters, you want to fill in the details of the past decade - but the story also needs to move forward. You don't, for example, want to stop everything dead for a twenty-minute expository monologue. (Ahem.) There definitely needs to be a balance between idle chatter and that next bit of plot-related info. Momentum and pacing are key, especially in a thriller.
Yeah, about that. Thriller.
'Thriller' - or 'futuristic thriller', if you like - is how we've chosen to categorise and define
Dreamfall. It's not an easy game to pigeonhole in terms of genre, as the game mixes adventure, stealth action, 'puzzles', combat, story, and dialogue in what I believe to be a very unique fashion. We've struggled in the past to define the game within the limiting - and limited - framework of existing genres in order to more easily explain the game to publishers, the press, and the players. 'Adventure' doesn't do it full justice, particularly in the eyes of attention-deficient console gamers, nor does 'action-adventure'. Those definitions are, ironically enough, both too broad and too confining.
'Thriller', then, appears to encapsulate a lot of what we're attempting to accomplish with
Dreamfall, and this genre classification allows us some breathing space in terms of gameplay mechanics, which is
incredibly liberating. We're no longer bound by established conventions, and no one can claim that
Dreamfall's "not a true (pick your genre, any genre) game, 'cause they didn't do such-and-such". After all, why should games be categorised solely by mechanics, and not by story or emotion? And why shouldn't games be allowed the freedom and diversity of novels, films, and television, where conventions are often thrown to the wind, mixed together, reinvented? As a developing and evolving medium, games need more variety, and I hope that we are taking a small step in the right direction with this one.