How often have you entered a conversation confident about what you want to say, the emotions you want to convey—only to watch it fall apart? For everything to be completely misunderstood, as if the two of you were, somehow, speaking different languages? All conversations are complex, a mixture of tone, inflection, language, and inferences. But in games, conversations are typically binary. Either the dialogue has been pre-written and recorded by the game developers, or you're picking from a series of choices that make clear both what and how you're saying something. Angry dialogue may, in fact, be colored red.
This is a companion discussion topic for the original entry at https://www.vice.com/en_us/article/akdbqb/how-signs-of-the-sojourner-tries-to-rethink-the-video-game-dialogue-tree