Difference between revisions of "Dialogues"
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== Relations == | == Relations == | ||
− | [[ | + | [[Indirect information]] |
+ | |||
+ | [[Performative Utterances]] | ||
+ | |||
+ | [[Ambiguous Responses]] | ||
+ | |||
+ | [[Detective Structures]] | ||
+ | |||
+ | [[Information Passing]] | ||
+ | |||
+ | [[Outspoken Support]] | ||
+ | [[Requesting Support]] | ||
+ | [[Incremental Dialogue Processing]] | ||
+ | [[Chunk-based Dialogue Processing]] | ||
+ | [[Single-Initiative Dialogues]] | ||
+ | [[Mixed Initiative Dialogues]] | ||
+ | [[Basic Input Feedback]] | ||
+ | [[Canned Text Responses]] | ||
+ | [[Thematically Consistent Dialogues]] | ||
+ | [[Context Dependent Dialogues]] | ||
+ | [[Contextualized Conversational Responses]] | ||
+ | [[Gameplay Integrated Conversations]] | ||
+ | [[Location-Specific Dialogues]] | ||
+ | [[Character-Specific Dialogues]] | ||
+ | [[Colloquial Mastery]] | ||
+ | [[Delicate Phrasing]] | ||
=== Can Instantiate === | === Can Instantiate === | ||
Line 98: | Line 123: | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
+ | [[Gossip]], | ||
[[Non-Player Characters]] | [[Non-Player Characters]] | ||
Revision as of 16:33, 27 June 2014
[[Category:To be Published]]
Diegetic conversations controlled by a game systems.
This pattern is a still a stub.
Note: Many of the patterns concerning dialogues were first identified in the research reported in chapter 3 of the PhD thesis Steps Towards Creating Socially Competent Game Characters[1] by Jenny Brusk. This thesis also describes how to model dialogues in Harel statecharts.
Examples
Mass Effect series Zork series MUD2 DragonMud Dragon Age series Facade
Using the pattern
DODD
Outspoken Support Requesting Support Incremental Dialogue Processing Chunk-based Dialogue Processing Single-Initiative Dialogues Mixed Initiative Dialogues Basic Input Feedback Canned Text Responses Thematically Consistent Dialogues Context Dependent Dialogues Contextualized Conversational Responses Gameplay Integrated Conversations Location-Specific Dialogues Character-Specific Dialogues Colloquial Mastery Delicate Phrasing
DODD
with Non-Player Characters
Brokering, False Accusations, Maintaining Lies
Non-Player Characters Game State Indicators Companions Detective Structures Information Passing Gossip Ephemeral Goals Quests Inaccessible Areas Clues Helpers
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Outspoken Support Requesting Support Incremental Dialogue Processing Chunk-based Dialogue Processing Single-Initiative Dialogues Mixed Initiative Dialogues Basic Input Feedback Canned Text Responses Thematically Consistent Dialogues Context Dependent Dialogues Contextualized Conversational Responses Gameplay Integrated Conversations Location-Specific Dialogues Character-Specific Dialogues Colloquial Mastery Delicate Phrasing
Can Instantiate
Clues, Game State Indicators, Information Passing, Quests
Can Modulate
Companions, Detective Structures, Ephemeral Goals, Helpers, Non-Player Characters
Can Be Instantiated By
with Non-Player Characters
Brokering, False Accusations, Maintaining Lies
Can Be Modulated By
Inaccessible Areas, Information Passing
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
- ↑ Brusk, J. 2014. Steps Towards Creating Socially Competent Game Characters. Doctoral thesis, University of Gothenburg, Sweden.