|Appears in Collections:||Communications, Media and Culture Journal Articles|
|Peer Review Status:||Refereed|
|Title:||Improving video game conversations with trope-informed design|
|Citation:||Rennick S & Roberts S (2021) Improving video game conversations with trope-informed design. <i>Game Studies: the international journal of computer game research</i>, 21 (3). https://gamestudies.org/2103/articles/rennick_roberts|
|Abstract:||This paper examines tropes in video games pertaining to conversations between player characters and Non-Player Characters (NPCs). Drawing from the fields of pragmatics and Conversation Analysis we show how these tropes differ from real, face-to-face conversations. We demonstrate how politeness theory (how to avoid unsociable, face-threatening behaviour) can help us understand when and why conversations with NPCs disrupt player immersion. Based on these insights we propose alternative designs to improve immersion. We call this approach Trope-Informed Design: tropes are tools that can make or break a player’s experience. Considering how and when to perpetuate, subvert, or transcend tropes can help guide designers in improving their game mechanics.|
|Rights:||©2001 - 2021 Game Studies Copyright for articles published in this journal is retained by the journal, except for the right to republish in printed paper publications, which belongs to the authors, but with first publication rights granted to the journal. By virtue of their appearance in this open access journal, articles are free to use, with proper attribution, in educational and other non-commercial settings.|
|Game Studies - Improving video game conversations with trope-informed design.pdf||Fulltext - Published Version||631.67 kB||Adobe PDF||View/Open|
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