This is something else I've noticed in a couple of Forge-inspired games. It came up a few times in our With Great Power... game, but every so often in other games too.
Scene Setter: "Okay, this scene is about X. Dude, you're in the scene."
Dude in Scene: "Uh... okay, so we want to address X. I'm going to want X to move in my direction. So, my guy says... (says what guy says)"
Opponent: "Whoa, I'm going to try to get X to move against the Dude-in-Scene. So this other guy says (says what other guy says)"
Dude in Scene: "Hmm. (Says more what his guy says - basically the same stuff, just more emphatically)"
Opponent: "Oh. (Responds, escalating a bit)"
Conflict Caller: "Okay, fellas, we've got a conflict. Let's bust out the mechanics."
Dialogue serves a lot of nifty purposes in a conventional drama. It provides exposition to the audience, gives characterization, and notifies the audience of the states and sometimes the very nature of the conflict ("Luke, you've turned off your targeting computer!"). When the writer is really fine, dialogue is a joy in its own right.
But in Yadda-Yadda Games, I find that dialogue occasionally strikes me as this de rigeur obligatory thing. Going into the scene, everyone knows what the scene's about. We know what the Dude's motivation is. We quickly figure out, or are told, the Opponent's motivation. Everyone knows we're headed to a mechanically-resolved conflict, the only question is how precisely do we get there? And sometimes it doesn't really matter all that much to me.
Other things like Yadda-Yadda Games:
* Dialogue in porn
* Dialogue balloons in console RPG's - Link, shut the hell up OMG I want to fight
What like is to have:
* crisp scenes (i.e., which don't take forever to get going, or stop)
* dialogue which adds a lot to the scene as dialogue
* (optional) Drama-based resolution
Anything out there do that?