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  2. Dialogue in writing - Wikipedia

    en.wikipedia.org/wiki/Dialogue_in_writing

    Dialogue is usually identified by the use of quotation marks and a dialogue tag, such as 'she said'. [5] "This breakfast is making me sick," George said. 'George said' is the dialogue tag, [6] which is also known as an identifier, an attributive, [7] a speaker attribution, [8] a speech attribution, [9] a dialogue tag, and a tag line. [10]

  3. Dialogue - Wikipedia

    en.wikipedia.org/wiki/Dialogue

    The German philosopher and classicist Karl-Martin Dietz emphasises the original meaning of dialogue (from Greek dia-logos, i.e. 'two words'), which goes back to Heraclitus: "The logos [...] answers to the question of the world as a whole and how everything in it is connected. Logos is the one principle at work, that gives order to the manifold ...

  4. Quotation marks in English - Wikipedia

    en.wikipedia.org/wiki/Quotation_marks_in_English

    Quotation marks may be used to indicate that the meaning of the word or phrase they surround should be taken to be different from (or, at least, a modification of) that typically associated with it, and are often used in this way to express irony (for example, in the sentence 'The lunch lady plopped a glob of "food" onto my tray.' the quotation ...

  5. Dialogue tree - Wikipedia

    en.wikipedia.org/wiki/Dialogue_tree

    A dialogue tree, or conversation tree, is a gameplay mechanic that is used throughout many adventure games [1] (including action-adventure games [2]) and role-playing video games. [3] When interacting with a non-player character , the player is given a choice of what to say and makes subsequent choices until the conversation ends. [ 3 ]

  6. Video game writing - Wikipedia

    en.wikipedia.org/wiki/Video_game_writing

    Video game writing is the art and craft of writing scripts and narratives for video games.Similar to screenwriting, it is typically a freelance profession. [1] It includes many differences from writing for film, due to the non-linear and interactive nature of most video games, and the necessity to work closely with video game designers and voice actors.

  7. Simlish - Wikipedia

    en.wikipedia.org/wiki/Simlish

    Simlish is a constructed language devised by game designer Will Wright for the Sims game series developed by Electronic Arts.During the development of SimCopter (1996), Wright sought to avoid real-world languages, believing that players would grow to show disdain for repetitive dialogue.

  8. Glossary of video game terms - Wikipedia

    en.wikipedia.org/wiki/Glossary_of_video_game_terms

    Also isometric graphics. Graphic rendering technique of three-dimensional objects set in a two-dimensional plane of movement. Often includes games where some objects are still rendered as sprites. 360 no-scope A 360 no-scope usually refers to a trick shot in a first or third-person shooter video game in which one player kills another with a sniper rifle by first spinning a full circle and then ...

  9. Dialogical logic - Wikipedia

    en.wikipedia.org/wiki/Dialogical_logic

    Structural rules (Rahmenregeln) on the other hand determine the general course of a dialogue game, such as how a game is initiated, how to play it, how it ends, and so on. The point of these rules is not so much to spell out the meaning of the logical constants by specifying how to act in an appropriate way (this is the role of the particle ...