Difference between revisions of "Contextualized Conversational Responses"
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[[Category:Agent Patterns]] | [[Category:Agent Patterns]] | ||
[[Category:Dialogue Patterns]] | [[Category:Dialogue Patterns]] | ||
− | [[Category:Needs | + | [[Category:Needs references]] |
[[Category:Needs examples]] | [[Category:Needs examples]] | ||
+ | [[Category:To be Published]] | ||
''The ability of agent to gives responses in a conversation depending on all relevant game states.'' | ''The ability of agent to gives responses in a conversation depending on all relevant game states.'' | ||
+ | |||
+ | Conversations in games may be constructed so they are generic and function in many different settings. When they instead are specific for the current context in which they are taking place, they provide [[Contextualized Conversational Responses]]. | ||
=== Examples === | === Examples === | ||
+ | Although only being weak examples of the pattern, non-player characters in [[Fallout New Vegas]] and [[Skyrim]] have different dialogues when they have moved between places as part of player's progress in quests. While this is really because the players have gotten further in the quests, referencing to the current locations can provide an illusion that the non-player characters say different things depending on the context. | ||
+ | |||
+ | ==== Anti-Examples ==== | ||
+ | Although not much of a conversation, the quotes when selecting individual units in [[Warcraft series|Warcraft III]] are the same for all units of the same type. The default response when talking to any guard in [[Skyrim]] is "I was an adventurer like you, then I took an arrow in the knee". | ||
== Using the pattern == | == Using the pattern == | ||
+ | The primary choice when creating [[Contextualized Conversational Responses]] is whether to do it through creating rules in [[Algorithmic Agents]] or providing specific [[Dialogues]]. In the latter case, the pattern can emerge through the use of either [[Character-Specific Dialogues]] or [[Location-Specific Dialogues]]. | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
− | + | Since the use of the pattern makes [[Dialogues]] fit not a specific context of a game's diegesis, it naturally follows that it also creates | |
− | + | [[Thematically Consistent Dialogues]]. | |
− | + | ||
− | + | ||
== Consequences == | == Consequences == | ||
+ | Using [[Contextualized Conversational Responses]] provides [[Context Dependent Dialogues]] and in turn [[Thematically Consistent Dialogues]]. By providing [[Algorithmic Agents]] with the possibility of expressing the proper emotions regarding a specific context, the pattern can also help show that they have their [[Own Agenda]]. | ||
== Relations == | == Relations == | ||
− | |||
=== Can Instantiate === | === Can Instantiate === | ||
+ | [[Context Dependent Dialogues]], | ||
+ | [[Own Agenda]], | ||
+ | [[Thematically Consistent Dialogues]] | ||
=== Can Modulate === | === Can Modulate === | ||
− | [[Algorithmic Agents]] | + | [[Algorithmic Agents]], |
+ | [[Dialogues]] | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
+ | [[Character-Specific Dialogues]] | ||
+ | [[Location-Specific Dialogues]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
+ | - | ||
+ | |||
+ | === Possible Closure Effects === | ||
+ | - | ||
=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
+ | - | ||
== History == | == History == | ||
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== Acknowledgments == | == Acknowledgments == | ||
+ | - |
Latest revision as of 21:44, 31 July 2014
The ability of agent to gives responses in a conversation depending on all relevant game states.
Conversations in games may be constructed so they are generic and function in many different settings. When they instead are specific for the current context in which they are taking place, they provide Contextualized Conversational Responses.
Contents
Examples
Although only being weak examples of the pattern, non-player characters in Fallout New Vegas and Skyrim have different dialogues when they have moved between places as part of player's progress in quests. While this is really because the players have gotten further in the quests, referencing to the current locations can provide an illusion that the non-player characters say different things depending on the context.
Anti-Examples
Although not much of a conversation, the quotes when selecting individual units in Warcraft III are the same for all units of the same type. The default response when talking to any guard in Skyrim is "I was an adventurer like you, then I took an arrow in the knee".
Using the pattern
The primary choice when creating Contextualized Conversational Responses is whether to do it through creating rules in Algorithmic Agents or providing specific Dialogues. In the latter case, the pattern can emerge through the use of either Character-Specific Dialogues or Location-Specific Dialogues.
Diegetic Aspects
Since the use of the pattern makes Dialogues fit not a specific context of a game's diegesis, it naturally follows that it also creates Thematically Consistent Dialogues.
Consequences
Using Contextualized Conversational Responses provides Context Dependent Dialogues and in turn Thematically Consistent Dialogues. By providing Algorithmic Agents with the possibility of expressing the proper emotions regarding a specific context, the pattern can also help show that they have their Own Agenda.
Relations
Can Instantiate
Context Dependent Dialogues, Own Agenda, Thematically Consistent Dialogues
Can Modulate
Can Be Instantiated By
Character-Specific Dialogues Location-Specific Dialogues
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
-
History
A rewrite of a pattern that was part of the original collection in the paper Gameplay Design Patterns for Believable Non-Player Characters[1].
References
- ↑ Lankoski, P. & Björk, S. (2007) Gameplay Design Patterns for Believable Non-Player Characters. Proceedings of DiGRA 2007.
Acknowledgments
-