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When a video game dialogue option is way more aggressive than you anticipated

ProZD
SKETCH-O-VISION
A VERY GOOD USE OF YOUR TIME.

The setup

A gamer picks a friendly greeting and discovers that the game has a very different idea of politeness.

Community rating

– / 10

The premise

Here’s the bit.

A player faces a handmade RPG dialogue menu and chooses the greeting. His sunglasses-wearing avatar responds with an insult and a wildly disproportionate threat, leaving the player stunned by the gap between the button label and the spoken response.

The funny people

Meet the cast. 2

Say it with us

Highly quotable.

Hello, fucker.

A little extra

Notes from the archive.

Stephanie Rennick and Seán Roberts cite this short in their 2025 Game Studies paper as an example of the mismatch between a dialogue option and a player character’s actual response.

The rabbit hole continues

One more couldn’t hurt.

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