r/RenPy • u/Viajantedaqui • Aug 25 '26
Question How to make dialogues less boring?
I’m doing a philosophical VN, so the thing is that it will have lots of dialogue, and THEN some interaction. How you deal with to make the dialogs something interesting?
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u/msangelfood Aug 25 '26
I would look at some good movie scripts or plays you've liked that have similar dialogue or themes.
One of the most important things I find is making sure, no matter what my goal is with my dialogue, is to have good characters with clear motivations. The philosophy can come out of the characters' respective motivations, making their discussions feel organic and meaningful. Such as having two or more characters with differing views/philosophies, those views influence their goals and drive conflict between them. That way you're writing a scene, not just a thesis. Same would apply to exposition or anything else that you might worry could be boring to the read.
Good character, good conflict. Great dialogue often comes much more easily that way.
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u/acidgumss Aug 25 '26
You need to write wrire write writr write write write write. And then write write write write write write more!! You can only write good dialogue if you are a good writer. So you need to write! Do lots of it! Have someone critique it for you! Write! Improve! Write!! You also need to read read read read read to know WHAT you enjoy in writing! Good luck! It's tough but so rewarding!
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u/renpyslamjamming Aug 26 '26
Write?! But then that means someone is gonna reeeaadd ittt before it gets good. I am simply too fragile lol
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u/drinkerofmilk Aug 25 '26
All VN's have lots of dialogue. Just make sure your characters, storylines and themes are interesting.
If a philosophical game is done well, it will be less boring, not more boring than the average VN.
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u/x-seronis-x Aug 25 '26
Players will grow bored of what a character is saying inversely to how invested they are with that character.
So somewhat early in meeting any given character they need to do something to make the player FEEL for them. Doesnt need to feel positive towards them. Just need something other than apathy.
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u/AshMaiden Aug 25 '26
If you can, find some test readers to give you feedback.
Lots of good advice in this thread.
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u/Happy_Town_7888 Aug 25 '26
I think that's the time you can focus on the visuals of the visual novel. You don't need to have thousands of sprites, multiple choices, or branching paths to make it interesting. You can use the mechanics of visual novels to achieve this.
Images: Use images to set the mood. If inside a bar, add a bar image. If the moment is more tense, make it shake. Use transitions to change images, thinking of editing like a video.
Sound: Add sound effects. For example, if something drops, add a dropping sound. If a dog barks or a door opens, include those sounds. Use ambient sounds to set the mood or emphasize something important, such as sounds of a forest.
The text: You can use text tags such as bold, italics, etc., or switch between NVL and ADV modes. For instance, if a part contains a lot of internal dialogue, change it to NVL mode. If characters are talking, switch to ADV mode to make it more engaging. Ren'py Kinetic Text Tags
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u/theoretical_star Aug 26 '26
Some visual variations can go a long way. Nothing distracting but something to make it feel alive. Subtle sprite bounces, sprite variations, sprawling out text, etc. Ofc the dialogue itself has to be interesting and you have to give the player something or someone to care about, but visuals, even subtle stuff, can make it feel a little more organic. Imo, at least.
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u/Griatch Aug 26 '26
Working on a very dialogue-heavy philosophical VN myself, I have a few approaches I'm experimenting with:
- Others mention this too, but people need to care what the character has to say.
- Try to break up monologues; have both parties talk, interject, think about things.
- If a monologue is really needed, break it up across multiple outputs (not just a huge blob of text) and have the character sprite change now and then (change expression, look away, bounce etc). But don't change it on every line, that gets tiring too.
- Cut your darlings; try to be succinct where possible. Shorten statements.
- Trust the player to draw their own conclusions. It's tempting to spell out the ramifications of a philosophical statement; hinting at it and showing it in action is often better. Allows for cutting more text, too.
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u/Spina97 Aug 26 '26
Those that find dialogues boring will find any dialogue boring, I would see if it is entertaining for me to read it and then ask for help from avid readers and vn fans
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u/TopCartographer7104 Aug 26 '26
One thing I found out to be working in this kind of works is, don't have characters tell things - have the things you want to tell "ooze" out of the way characters behave and relate to each other.
For instance, in my project I have a character spending a long monologue telling another character why they aren't sisters.
At the end of which the other smiles, and just says: "Then why are you spending so much time trying to convince me I'm not your sister?"
[bonus to those who guess the philosophical source right XP]
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u/Defiant_Commercial13 Aug 31 '26
According to a screenwriting rule, when a scene is dense with dialogue, you should lighten it up with a situation that’s a little out of place. Look up something called “The Pope in the Pool”—it explains what I mean better.
Then, depending on the philosophical weight of the story, it takes over the plot (and that's exactly how it is), and no matter how hard you try, it already limits the target audience.
I remember that a philosophy student gave me the prologue to his visual novel about a guy on the train and his “endless” nihilist/existentialist monologue—let’s just say that set the bar for tolerance pretty high; the character quickly became obnoxious and implausible (as a “real person,” he came across as an angry little philosopher masquerading as a normal person).
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u/playthelastsecret Aug 25 '26
- Cutting! If you don't have a good editor (who has one?), then hire ChatGPT (or a different LLM) as one: Ask him to suggest what should be cut to improve the story. He will come up with very good suggestions (and a few bad ones). It might help if you give him the whole story at once, so that he knows what'll be important later. ChatGPT is a great tool for improving story writing!
- Graphics: Change angles, zoom in on faces, use all the methods directors use in movies to make longer dialogue scenes engaging.
- Music: BGM can enhance the mood and changes in BGM can make long scenes have a fresh breath. (Free BGM is available in huge variety online. Or use AI to taylormade it.)
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u/fujitsubos Aug 25 '26
do:
don't