Defining Dialogue Systems

Gamasutra has posted an interesting piece on the various dialogue systems that have been implemented in video games over the past decade or so. As expected, several RPGs are referenced throughout the article:

The interface used by the player in branching dialogue varies significantly from game to game. The most obvious method is to present the player’s possible responses word-for-word as his or her avatar would say them. The player has an infinite amount of time from which to make his decision, and the NPC gives his or her reaction as soon as the player makes his choice.

This is the case with most dating simulations and many western RPGs like Planescape: Torment. There is no ambiguity in the player’s decision, but reading all the possible responses takes time and brings conversation flow to a halt.

While this is not necessarily a problem in games featuring dialogue presented entirely in text, modern games typically present all dialogue with full voice acting. As a result, the menu navigation and long pauses while the player chooses their next response can negatively impact immersion.

The recent Mass Effect makes similar attempts at simplifying the presentation of the player’s choices, but rather than limit the player’s response time, it gives the player his options before the NPC finishes speaking. In this manner, the player makes his decision and the avatar delivers a response with little to no pause in the conversation.

Thus, both Indigo Prophecy and Mass Effect attempt to make conversations more natural by reducing the amount of time and effort the player spends considering their next response.

Although the heavily scripted nature of branching dialogue allows designers and writers to craft natural, flowing conversations, the limited nature of interactivity is very transparent to the player.

Another method of character interaction in games involves the use of minigames to simulate certain aspects of conversation. In The Elder Scrolls IV: Oblivion and Nancy Drew: The Deadly Secret of Olde World Park, the player plays a minigame to improve the NPC’s disposition, but any dialogue produced during the minigame consists of stock phrases that simply serve as feedback to the player’s performance rather than giving any insight into the character.

These minigames do affect the course of conversation, however, by giving the NPC new responses to topics or opening up new avenues depending on the result of the minigame.

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