Dialogue may not be the most important factor in a majority of games, however Kentucky Route Zero utilizes this aspect to enhance the player’s experience. Although the game-play is unaffected by the choices made in conversation it creates a more immersive feel as players molds the character they play.

Ian R Buck comments that he, “really liked the conversation system they use. You always get to choose what your character says… [and] the choices are purely to shape the character in your own mind.” (Buck, 2013). This game follows one route but adjusts to each player by giving them a sense of freedom in each dialogue choice. Artist Patrick Jones (Jones, 2016) indicates that when artworks leave erased lines for the viewer to fill in that the audience gets involved with the art which is exactly what this great game has done. The player fills in blanks. The player feels the character. The player is immersed.

Alex Wiltshire in his post declares that, “While the overall narrative won’t shift, choices can quietly change future details, giving Kentucky Route Zero a subtle dynamism” and he is exactly right. The game’s dynamic feel allows, “(the player) more opportunity to explore and think about the dramatic situation.” (Kapell, 2016). Evident from the reviews, this game is great and the dialogue within enhances the enjoyment players experience.

 

 

 

References

Buck, I. (2015). Kentucky Route Zero Acts I & II Review. [online] Medium. Available at: https://medium.com/@ianrbuck/kentucky-route-zero-acts-i-ii-review-fbb4552dc7c1#.pm4tqrbvv .

Jones, P. (2016). Lecture/Presentation notes .

Kapell, M. (2016). The play versus story divide in game studies.

Wiltshire, A. (2016). What Makes Kentucky Route Zero’s Dialogue So Good?. [online] Rock Paper Shotgun. Available at: https://www.rockpapershotgun.com/2016/06/03/kentucky-route-zero-dialogue-analysis/ .

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