Guild Wars 2 Wiki:Projects/Quotes and Dialogues
Quotes and Dialogues | |
The goal of this project is to decide on a unified format for dialogues, quotes and other pieces of text and speech, reformat the current and apply to the future pages. The second goal is of course to document all dialogues and conversations in the game. | |
Contributors[edit]Feel free to add yourself to the list.
To-do[edit]For starters we should decide on the formats we want to use as the formatting is inconsistent throughout the wiki and no guidelines exist. This page is for proposals, please discuss those proposals on the talk page. Dialogue[edit]General pointersThe formatting of dialogue uses the following rules:
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.''
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.''
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]].
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.''
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!
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:
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
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:
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".
Basic format[edit]
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
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.''
Dialogue gathering[edit]Things to note:
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