Difference between revisions of "Dialogues"
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=== Examples === | === Examples === | ||
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[[Mass Effect series]] | [[Mass Effect series]] | ||
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[[Facade]] | [[Facade]] | ||
− | + | [[Grim Fandango]] | |
− | + | == Using the pattern == | |
[[Indirect information]] | [[Indirect information]] | ||
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[[Location-Specific Dialogues]] | [[Location-Specific Dialogues]] | ||
[[Character-Specific Dialogues]] | [[Character-Specific Dialogues]] | ||
− | |||
− | |||
− | + | Challenges can be added to using [[Dialogues]]. For example, players may need to use [[Delicate Phrasing]] (as in some of the challenges in [[Grim Fandango]]) or require [[Colloquial Mastery]]. | |
==== with [[Non-Player Characters]] ==== | ==== with [[Non-Player Characters]] ==== | ||
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[[Clues]] | [[Clues]] | ||
[[Helpers]] | [[Helpers]] | ||
+ | |||
+ | [[Scripted Information Sequences]] | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
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== Consequences == | == Consequences == | ||
+ | [[Communication Channels]] | ||
== Relations == | == Relations == | ||
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[[Location-Specific Dialogues]] | [[Location-Specific Dialogues]] | ||
[[Character-Specific Dialogues]] | [[Character-Specific Dialogues]] | ||
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− | |||
=== Can Instantiate === | === Can Instantiate === | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
[[Gossip]], | [[Gossip]], | ||
− | [[Non-Player Characters]] | + | [[Non-Player Characters]], |
+ | [[Scripted Information Sequences]] | ||
==== with [[Non-Player Characters]] ==== | ==== with [[Non-Player Characters]] ==== | ||
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=== Can Be Modulated By === | === Can Be Modulated By === | ||
+ | [[Colloquial Mastery]], | ||
+ | [[Delicate Phrasing]], | ||
[[Inaccessible Areas]], | [[Inaccessible Areas]], | ||
[[Information Passing]] | [[Information Passing]] |
Revision as of 17:03, 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
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
Challenges can be added to using Dialogues. For example, players may need to use Delicate Phrasing (as in some of the challenges in Grim Fandango) or require Colloquial Mastery.
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
Scripted Information Sequences
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
Can Instantiate
Clues, Game State Indicators, Information Passing, Quests
Can Modulate
Companions, Detective Structures, Ephemeral Goals, Helpers, Non-Player Characters
Can Be Instantiated By
Gossip, Non-Player Characters, Scripted Information Sequences
with Non-Player Characters
Brokering, False Accusations, Maintaining Lies
Can Be Modulated By
Colloquial Mastery, Delicate Phrasing, 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.