Story and dialogue

Play this lesson

Does a shooter need a story?

Kai thinks Hyper Shards needs no story: "It's a shooter. You blast aliens." Remy asks, "But why is Nova out there?" They are both a bit right.

Plenty of great games have almost no words. Still, a small story gives players a reason to care: something to protect, someone to cheer for. For our games, the story fits in one sentence, and most of it is told by playing, not by reading.

Story through play

Environmental storytelling means telling a story with the world itself: objects, places and what has happened to them. Former Disneyland attraction designer Don Carson wrote an influential article about it for game developers in 2000, using lessons from theme parks.

In Garden Defense, a broken fence and a trail of chewed leaves show where the beetles came from. A wilted flower bed on map 6 says the pests won there once before. In Hyper Shards, wrecked ships drift past in wave 10, and nobody has to explain that this part of space is dangerous.

Quick check

Which of these is environmental storytelling in Garden Defense?

  1. A trail of chewed leaves leading from the forest to the garden gate
  2. A text box saying "The beetles live in the forest"
  3. A list of pest names in the settings menu
Show the answer

A trail of chewed leaves leading from the forest to the garden gate

The chewed leaves tell the story through the world itself. Players work it out by looking, and they remember that far better than a sentence they skipped.

Goal, obstacle, change

Most stories, long or short, have the same three parts:

Bolt says: Tie the story to the core loop. Sprig grows a little each time the player unlocks a plant, so the story moves forward whenever the player does.

Short lines players actually read

Players are busy dodging, so text in the game must be quick:

Read the numbers

wave3-lines.json
// secs: how long the line stays on screen[  { "who": "Bolt", "secs": 3,    "text": "Pests coming from the left!" },  { "who": "Sprig", "secs": 1,    "text": "Plant sunflowers by the fence, fast!" },  { "who": "Bolt", "secs": 3,    "text": "Nice work. Wave cleared." }]

Players read up to about 17 characters a second. Which line disappears before players can finish reading it?

  1. Line 4
  2. Line 6
  3. Line 8
Show the answer

Line 6

Line 6 has 36 characters. At 17 characters a second it needs a bit over 2 seconds, but it only stays up for 1. Setting secs to 3 fixes it. The other two lines need under 2 seconds and get 3.

Voice and tone

A character's voice is how they always talk: their words, their sentence length, what they joke about. Tone is the mood of one moment, calm or urgent. Here is the same news, "trouble is coming", in three voices:

Bolt says: Studios write a short character sheet for each voice: three describing words, words they use, and words they never use. Writers, and the AI, stick to it.

Quick check

Which line sounds like Bolt?

  1. "Three snails, lane two. Plant there and you will be fine."
  2. "Eek! Something is nibbling my leaves!"
  3. "The stars are singing tonight."
Show the answer

"Three snails, lane two. Plant there and you will be fine."

Bolt is helpful and precise: a number, a place and an action. The second line is Sprig's nervous garden voice, and the third sounds like Nova.

Every choice multiplies the work

A branching story lets players choose, and the story splits. It sounds great, but count it up: three choices with two options each make 2 x 2 x 2 = 8 different stories. Every one needs writing, testing and fixing. Writers often let branches join back together later, so choices still matter without the work exploding.

Every line costs work later too. Each one is translated into every language the game supports (see Translating the game, in Stage 7), and spoken lines need subtitles (see the Accessibility lesson). Jokes built on English wordplay are the hardest to translate.

The AI drafts, you edit

Claude Opus 5.5 is good at first drafts. Remy pastes in Bolt's character sheet and asks for 15 short lines for the start of a wave. Then the real work begins:

Bolt says: Next lesson: game math, the numbers behind every moving ship, bullet and coin.

Fact-checked 9 October 2026