Conversations in the game unfold normally. But there are some exceptions. I'm using narration, not just dialog. So you may occasionally get a "he said" or "she said," though I'm trying not to use stuff like "he said, his mouth twisting into a scornful sneer." That can get very exhausting to read. I'll also have some descriptive narration built in. My visual environments are very minimalistic, so I'm counting on text to carry some of the weight of immersion.
More unconventionally, I'm not using the typical tense of game narration, the present, and I'm not using "You" to refer to the player.