Events
Consequence organizes all writing in Events, which are used to trigger dialogue. View and search events on the Organize tab. There are 3 types:
Dialogue
These events are typical back-and-forth conversations between characters that general occur in gameplay, potentially under limited player control with some freedom of movement or camera.
- Dialogue events can branch based on facts and player choices.
- By default, Dialogue events are not replayable (once completed, you will not trigger them again).
- Dialogue events can have as many lines as you want, and multiple speakers.
Barks
These events are buckets of single lines of dialogue for one character that typically occur during repeatable actions or moments in gameplay, such as combat, using player abilities, or other mechanics that require responsive (usually brief) voiceover.
- Each Barks event can only have one speaker.
- When playing a Barks event, only one line is selected (via a combination of random and rule-based selection).
- By default, Barks events are replayable, as it is anticipated that the mechanic underpinning the event may occur again and again.
Cinematic
These events are intended to be reserved for "Capital-C Cinematics" of the sort that are typically driven by Sequencer, specifying a precise third-person camera and removing or reducing player control.
- Cinematic events are functionally very similar to Dialogue events, but Cinematic events cannot branch. (For the case of "branching cinematics" that you still want to drive through Sequencer, we recommend using the Dialogue event type, intercepting the player choice events, and driving your Sequencer implementation through those.)
Learn about Adding New Events in the next section.