Guild Wars 2 Wiki:Dialogue formatting
General pointers
The formatting of dialogue uses the following rules:
- Level 2 section headers should be named either
== Dialogue ==
(npcs) or== Text ==
(objects). - Begin with one colon
:
, and increase the indent with an additional colon every time a dialogue option is chosen. - Use
{{dialogue icon}}
immediately after the colon for any response options. - Response options are written in
''italics''
. - If only one NPC speaks, omit their name. If the page contains dialogue from more than one NPC, precede the first time they speak with their name in
'''bold:'''
. - If the same NPC can have completely different dialogue depending on progress, decribe the requirements on the line above. For NPC articles, use semi-colons before this description.
- If the dialogue has options which lead back to the same point, use
<small>'''(bracketed bold small text)'''</small>
to mark where it goes to. - Ambient dialogue lines are written in
''italics''
.
Examples
Basic format[edit]
Example taken from Aquila Elek, an NPC article:
:Why are we still here? I need to be out there, in the thick of it, destroying things. You don't understand how serious I am when I say I "need". Look at my face. Tell me I'm not serious. :{{dialogue icon|more}} ''You look pretty serious.'' ::I am. People don't understand—I'm an artist. My canvas is the world itself, and my paints are the flames I conjure. People just can't appreciate the beauty, the majesty of my compositions. ::{{dialogue icon|more}} ''Majesty is a big word.'' :::Isn't it? I'm glad you appreciate it! :::{{dialogue icon|end}} ''I don't.'' ::{{dialogue icon|end}} ''You're frightening me, and I'm leaving.'' :{{dialogue icon|end}} ''And I need to be somewhere else.''
- Why are we still here? I need to be out there, in the thick of it, destroying things. You don't understand how serious I am when I say I "need". Look at my face. Tell me I'm not serious.
- You look pretty serious.
- I am. People don't understand—I'm an artist. My canvas is the world itself, and my paints are the flames I conjure. People just can't appreciate the beauty, the majesty of my compositions.
- Majesty is a big word.
- Isn't it? I'm glad you appreciate it!
- I don't.
- You're frightening me, and I'm leaving.
- And I need to be somewhere else.
Entirely different dialogue trees[edit]
This is used when the entire dialogue tree changes based on a player character's race, order, profession, or story/heart progress.
Example taken from Elain, a heart NPC:
;Prior to completing the heart: :As an aspiring chef, I'm always on the lookout for new tastes and flavors. The caves here had some great ingredients to work with until those spiders moved in. :{{dialogue icon|end}} ''I hope your search leads to something delicious.'' ;After completing the heart: :Thank you for helping with those nasty spiders. The mushrooms from the cave will make a very interesting dish, I think. Thanks again! :{{dialogue icon|karma}} ''Find anything interesting lately?'' :{{dialogue icon|end}} ''Anytime. Take care.''
- Prior to completing the heart
- As an aspiring chef, I'm always on the lookout for new tastes and flavors. The caves here had some great ingredients to work with until those spiders moved in.
- I hope your search leads to something delicious.
- After completing the heart
- Thank you for helping with those nasty spiders. The mushrooms from the cave will make a very interesting dish, I think. Thanks again!
- Find anything interesting lately?
- Anytime. Take care.
Additional branch[edit]
This is used when there's additional branches available depending on a player character's race, order, profession, or story/heart progress.
Example taken from Cydwenn, an NPC article:
:Welcome to Skovtrolde. What brings you out here? :<small>'''(If in Order of Whispers)'''</small> :{{dialogue icon|more}} ''I'm seeking the unsought.'' ::Then you've found the unfound. I've been told to inform you of a mysterious power coming from the [[jotun]] camp in [[Theign Kenning]].
- Welcome to Skovtrolde. What brings you out here?
- (If in Order of Whispers)
- I'm seeking the unsought.
- Then you've found the unfound. I've been told to inform you of a mysterious power coming from the jotun camp in Theign Kenning.
Converging options[edit]
This is used when multiple dialogue options result in the same response from the NPC - instead of repeating the NPC's line (which can potentially result in an endless loop), simply state in the format below which earlier option shares the response.
Example from Setting the Stage, a personal story mission:
:I'm here on leave. I'm usually stationed on [[Claw Island]] as an adjunct to the [[Lionguard]]. I was called back to Lion's Arch to deal with a personal matter. :{{dialogue icon|more}} ''What is Claw Island?'' ::You must be new to Lion's Arch. Claw Island is the Lionguard's outer defense post. It's well-armed and heavily fortified. The Lionguard stationed there guard the bay into the city. ::{{dialogue icon|more}} ''What's your role there?'' <small>'''(same as "What are your responsibilities on Claw Island?")'''</small> ::{{dialogue icon|end}} ''Thanks for your time.'' :{{dialogue icon|more}} ''What are your responsibilities on Claw Island?'' ::I'm the [[Vigil]] liaison for the Lionguard inspectors. I keep the Vigil informed of the status of defenses there, and gather intelligence about any [[Ruins of Orr|Orr]]ian movement. ::{{dialogue icon|end}} ''I should let you return to your personal business.'' :{{dialogue icon|end}} ''I'll leave you alone, then.''
- I'm here on leave. I'm usually stationed on Claw Island as an adjunct to the Lionguard. I was called back to Lion's Arch to deal with a personal matter.
- What is Claw Island?
- You must be new to Lion's Arch. Claw Island is the Lionguard's outer defense post. It's well-armed and heavily fortified. The Lionguard stationed there guard the bay into the city.
- What's your role there? (same as "What are your responsibilities on Claw Island?")
- Thanks for your time.
- What are your responsibilities on Claw Island?
- I'll leave you alone, then.
Spoken responses[edit]
This is used when an NPC's response is not in the dialogue box, but is voiced instead. Other basic formatting applies.
Example from Gorrik, an NPC article:
:We're just getting started here, Commander. Impressive setup, right? :{{dialogue icon|story}} ''You two going to check out Dragon Bash?'' ::'''Gorrik:''' I don't know. Doesn't really feel like my scene. ::'''Taimi:''' We could use a break from staring at charts and papers, though. Think I could chug a whole stein of norn grog? ::'''Gorrik:''' Their body mass is much greater. I think you'd die from liver failure. ::'''Taimi:''' Me? Ha!
- We're just getting started here, Commander. Impressive setup, right?
- You two going to check out Dragon Bash?
- Gorrik: I don't know. Doesn't really feel like my scene.
- Taimi: We could use a break from staring at charts and papers, though. Think I could chug a whole stein of norn grog?
- Gorrik: Their body mass is much greater. I think you'd die from liver failure.
- Taimi: Me? Ha!
Multiple NPCs in one dialogue[edit]
This is used when the dialogue tree switches between characters. On the right side of the dialogue box, the NPC name and face will change. Simply place the NPC's name the first time it is used per change.
Example from The Lost Shores/Phase 1, a living story episode:
Talking with Ellen Kiel: :'''Ellen Kiel:''' We talk to the Consortium. Or at least, their representative in town. We need someone in the know that we can lean on. :{{dialogue icon|more}} ''Anyone in mind?'' ::'''Researcher Levvi:''' I know just the weasel. His name's [[Subdirector Blingg|Blingg]], and you'll find him near [[Fort Marriner]]. He's got no spine, no brains, and no guts, so he'll roll right over. Just don't tell him I sent you. ::{{dialogue icon|more}} ''Not to worry. I'll brace this Blingg without invoking your name.''
Talking with Ellen Kiel:
- Ellen Kiel: We talk to the Consortium. Or at least, their representative in town. We need someone in the know that we can lean on.
- Anyone in mind?
- Researcher Levvi: I know just the weasel. His name's Blingg, and you'll find him near Fort Marriner. He's got no spine, no brains, and no guts, so he'll roll right over. Just don't tell him I sent you.
- Not to worry. I'll brace this Blingg without invoking your name.
Multiple talkable NPCs[edit]
This is used primarily on personal and living story instances, events, and dungeon articles.
The description text above the NPC interaction text differs based on situation. The formatting is up to the writer, but here are two frequently used styles
- Style 1 (plain start, colon end - used on personal story pages):
Talking to the airship crew:
- Style 2 (semi-colon start, plain end - used on event pages):
;After completing the event
As long as the whole page consistently uses the same format it doesn't matter which you use.
Example dialogue from The Source of Orr, a personal storyline mission:
Talking to the airship crew: :'''Captain Gegnir Skyfarer:''' Captain Gegnir Skyfarer, at your service. I mean to have Zhaitan's head on a stick. And it's heart—as many pieces as I can get, actually. The only limitation is the number of sticks. :{{dialogue icon|end}} ''That's the spirit. I'll let you know if and when I need you.'' :'''First Mate Kyori Eza:''' Hello, Commander. Don't let Cap'n Skyfarer's bloodthirstiness throw you. He's lost a lot of good soldiers to the Risen, and like many charr{{sic|Skyfarer is a norn}}, he converts anguish into anger. :{{dialogue icon|end}} ''I know how he feels.''
Talking to the airship crew:
- Captain Gegnir Skyfarer: Captain Gegnir Skyfarer, at your service. I mean to have Zhaitan's head on a stick. And it's heart—as many pieces as I can get, actually. The only limitation is the number of sticks.
- That's the spirit. I'll let you know if and when I need you.
- First Mate Kyori Eza: Hello, Commander. Don't let Cap'n Skyfarer's bloodthirstiness throw you. He's lost a lot of good soldiers to the Risen, and like many charr[sic], he converts anguish into anger.
- I know how he feels.
Ambient dialogue[edit]
Ambient dialogue is spoken dialogue that triggers out in the world without requiring player interaction with the NPC. The writing staff sub-categorizes dialogue into smaller descriptors such as "ambient" and "event".
- Event dialogue are placed in the event page.
- Ambient dialogue are placed on area pages. In rare cases of dialogue that can be heard map-wide, such as the Awakened Affirmation System in Domain of Vabbi, it should be placed on the map page.
Basic format[edit]
- Citizen (1): An asura just walked in.
- Citizen (2): Really? An asura? Where?
- Citizen (1): Shhhhh! Keep your voice down. Over there.
Differentiating between scenes[edit]
Many NPCs can have multiple scenes. Separate them with an empty line. You can add a brief description of NPC's actions, if applicable
- Citizen (1): Go get us more nectar, will you? It's your turn.
- Citizen (2): For everyone?
- Citizen (3): Yes, please.
- Two citizens running around the area
- Citizen (1): I'd have won if my strap hadn't broken. You were tiring.
- Citizen (2): You misinterpret your Dream. I was catching my second bloom of strength.
Quotes[edit]
Quotes are text that appears in speech bubbles above an NPC's head upon interaction with them. When an NPC audibly acknowledges a player upon interaction with them or in combat, those are considered "quotes". There are typically four kinds of quotes: Greets, Aggro, Downing foes or disengaging, and Death. These are placed in the NPC page under Quotes header.
Basic format[edit]
== Quotes == ;Greets :''Well met.'' :''Hello.'' ;[[Aggro]] :''Prepare for sacrifice!'' :''Take this one!'' ;[[Downed|Downing]] foe and disengaging :''Too easy!'' :''We'll settle this later.'' ;Death :''This can't be!'' :''We'll settle this later.''
- Greets
- Well met.
- Hello.
- Aggro
- Prepare for sacrifice!
- Take this one!
- Downing foe and disengaging
- Too easy!
- We'll settle this later.
- Death
- This can't be!
- We'll settle this later.