
The Origins of Video Game Audio Logs: A Solution to Awkward Dialogue Trees
Marc LeBlanc discusses the creation of audio logs in System Shock, revealing their purpose in enhancing gameplay and narrative.
In a recent episode of Nightdive’s Deep Dive podcast, programmer Marc LeBlanc from Looking Glass Studios detailed how the team innovated the use of audio logs for their game, System Shock, which has now become a standard in game design.
LeBlanc explained that the team sought a solution to the limitations of traditional RPG dialogue trees, which often pulled players out of the immersive experience. He noted, “The other thing we didn’t like was the state of talking NPCs. We didn’t want to have [players] pick from three options, navigate a conversation tree with content. It was especially awkward… to be pulled out of that and be picking things from a menu didn’t seem great.”
He further commented that this reimagining allowed for a unique storytelling method through audio logs, providing players with exposition without interrupting gameplay; unlike traditional cutscenes or verbose dialogues.
LeBlanc concluded his remarks by affirming the continued relevance of audio logs in creating player agency and choice: “By not offering a choice, it allows you to fully inhabit the choices that you do have.”