I’ve said it before many times, but the one thing, more than anything else, that attracts me to the indie game scene is the willingness many developers have to break the mold and truly explore elements of game design and storytelling in ways that are non-conventional
Dialogue: A Writer’s Story is one such game. Dialogue is a game about conversations, writing and science. You play as Lucille, a writer working on a new science fantasy novel. You help guide her conversations over the course of year, through turmoils and triumphs, writer’s block and social interactions. Dialogue’s slow pace and focus on narrative and conversation means that it isn’t going to be every gamer’s cup of tea, but it is, at a bare minimum, worth a try to see the incredibly interesting and innovative way the developers have addressed dialogue, and the challenge of having such a large focus on dialogue. They have succeeded in making the conversations in Dialogue varied and engaging in some very surprising ways.
We had the opportunity to talk with Flo and Dustin of Tea-Powered Games and ask them about the challenges of creating a game revolving only around dialogue, how they injected variety into the game, and what drew them to independent game development.
Our thanks to Flo and Dustin for taking the time to talk with us and share their story.
You can check out our older Indie Dev Interviews to learn more about the stories behind a whole host of other indie games, as well as the motivations of the people that make them. Comment, like and subscribe to our YouTube channel if you find them interesting and want more!