Quick answer: Game dialogue should be tighter than film or prose because players want to play, not read—cut ruthlessly, give players agency where you can, and respect that every line is time away from the game. Brevity and interactivity beat literary completeness.
Dialogue in games operates under a constraint that prose and film don't share: the player came to play, and every line of dialogue is a moment they're not doing that. This means game dialogue has to be tighter, more purposeful, and more respectful of the player's desire for agency than writing in non-interactive media, and forgetting this is how games end up with dialogue that drags.
Players want to play, not read
The fundamental difference is that a reader chose to read and a film viewer chose to watch, but a player chose to play, and dialogue interrupts that. This doesn't mean dialogue is bad—it can be wonderful—but it must earn its interruption by being tight and purposeful. Every line should do real work: advancing the story, revealing character, conveying necessary information, or creating a moment worth the pause. The literary instinct toward completeness—fully developed conversations, thorough exposition, every thought expressed—works against you here, because it produces walls of text that players skip or resent. Cutting dialogue ruthlessly, conveying in three lines what prose might take a paragraph to say, and trusting players to infer rather than explaining exhaustively keeps dialogue from becoming the part of your game people wish they could skip.
Agency and interactivity are what make dialogue feel native to games rather than imposed on them. Where you can give players choices in conversation, let them ask questions, or let the dialogue respond to what they've done, the dialogue becomes participatory rather than a passive interruption, which suits the medium far better. Even when dialogue must be linear, keeping it brief, well-paced, and skippable respects the player's agency and time. The pacing matters too: long uninterrupted dialogue sequences, especially early when players are eager to play, are where many games lose people, so weaving dialogue into gameplay, keeping individual exchanges short, and front-loading play over talk all help. The goal is dialogue that enhances the experience without ever making the player feel trapped, watching instead of playing—which means writing tighter than you would for any other medium, giving players agency wherever possible, and always remembering that they're here to play a game, and the dialogue serves that, not the other way around.
Plan for the parts you can't see
Once a game leaves your machine, a lot of what happens to it becomes invisible by default. Players run it on hardware you don't own, hit problems you never reproduced, and most of them never tell you — they simply move on. The gap between 'it works for me' and 'it works for everyone' is where a surprising amount of churn quietly lives.
So plan to see what you otherwise couldn't. Watching real players, capturing the bugs and crashes they hit with the context to fix them, and paying attention to where they drop off all turn invisible problems into ones you can actually act on — which protects the reviews and retention everything else depends on.
Consistency beats intensity
Indie development is a long game, and it rewards steady, sustainable effort more than heroic bursts. A little progress made consistently — on the game, on the marketing, on the community — compounds in a way that last-minute sprints never do. The developers who finish and find an audience are usually the ones who kept showing up, not the ones who worked themselves into the ground for a week and then burned out.
Build a pace you can sustain, and protect it. Momentum is fragile and expensive to rebuild, so steady forward motion is worth more than any single intense push.
Let real players be the judge
It's remarkable how differently real players behave from how you imagine they will. The tutorial you think is obvious confuses them; the feature you agonised over goes unnoticed; the thing you almost cut becomes their favourite. None of that is visible from inside your own head, which is why watching real people play is the single highest-leverage thing most developers under-do.
Watch without intervening, resist the urge to explain, and pay attention to what players do as much as what they say. Their confusion and their choices are data, and acting on that data is what turns a game that works for you into one that works for everyone.
Polish where players actually look
Polish is not evenly valuable. Players form an impression in the first minutes and spend most of their time in the core loop, so effort spent there returns far more than effort spread thin across content few people reach. The opening, the moment-to-moment feel, and the things every player touches are where polish converts directly into how good the game feels.
Be deliberate about it. Make the first impression strong and the core interactions satisfying before widening out, because a great core with less content almost always beats a sprawling game that never feels good to play.
Scope is a decision, not an accident
Almost every overscoped game got that way one reasonable addition at a time, with no single decision ever feeling like the mistake. The finish line recedes a little with each new feature, and because the project always feels nearly done, the developer rarely notices how far the goal has drifted until they're exhausted and the game still isn't out.
Treat scope as something you actively decide rather than something that happens to you. Write down what the finished game contains, make every addition a conscious trade against that, and keep most new ideas in a backlog where they belong — because a small game you finish beats a large one you abandon.
Every line is time the player isn't playing. Cut ruthlessly, add agency where you can, and always let them play.