Difference between revisions of "Dialogues"
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[[Category:Needs references]] | [[Category:Needs references]] | ||
[[Category:Patterns created on the Wiki]] | [[Category:Patterns created on the Wiki]] | ||
+ | [[Category:Interface Patterns]] | ||
[[Category:Character Patterns]] | [[Category:Character Patterns]] | ||
[[Category:Dialogue Patterns]] | [[Category:Dialogue Patterns]] | ||
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=== Diegetic Aspects === | === Diegetic Aspects === | ||
+ | Given that many [[Dialogues]] take place between [[Characters]] in [[Game Worlds]], they need to be crafted to fit the game's setting if the game should have [[Diegetic Consistency]]. | ||
=== Interface Aspects === | === Interface Aspects === | ||
+ | [[Dialogues]] are either an interface or the interface to the game in which it exists, so the pattern is a [[Category:Interface Patterns|Interface Pattern]]. | ||
=== Narrative Aspects === | === Narrative Aspects === | ||
+ | [[Narration Structures]] are typically created through [[Dialogues]] since many [[Dialogues]] are created so the series of utterances made will have a casuality. | ||
== Consequences == | == Consequences == | ||
− | [[Communication Channels]] | + | [[Dialogues]] are a form of [[Communication Channels|Communication Channel]]. All statements in [[Dialogues]] that change the game state are [[Performative Utterances]]. When a game's interface is a [[Dialogues|Dialogues]], the game has a [[Illocutionary Interfaces|Illocutionary Interface]]. |
− | + | ||
− | All statements in [[Dialogues]] that change the game state are [[Performative Utterances]]. When a game's interface is a [[Dialogues|Dialogues]], the game has a [[Illocutionary Interfaces|Illocutionary Interface]]. | + | |
== Relations == | == Relations == | ||
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=== Can Instantiate === | === Can Instantiate === | ||
+ | [[Communication Channels]], | ||
[[Clues]], | [[Clues]], | ||
[[Game State Indicators]], | [[Game State Indicators]], | ||
[[Illocutionary Interfaces]], | [[Illocutionary Interfaces]], | ||
[[Information Passing]], | [[Information Passing]], | ||
+ | [[Narration Structures]], | ||
[[Performative Utterances]], | [[Performative Utterances]], | ||
[[Quests]] | [[Quests]] |
Revision as of 17:27, 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 Basic Input Feedback Canned Text Responses Thematically Consistent Dialogues Context Dependent Dialogues Contextualized Conversational Responses Gameplay Integrated Conversations Location-Specific Dialogues Character-Specific Dialogues
While many dialogue systems are Single-Initiative Dialogues in that players need to activate them for them to occur, another possibility is that of Mixed Initiative Dialogues where Non-Player Characters can start the Dialogues with players. Examples of when this occurs is in the Elder Scrolls series and Fallout series.
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
Given that many Dialogues take place between Characters in Game Worlds, they need to be crafted to fit the game's setting if the game should have Diegetic Consistency.
Interface Aspects
Dialogues are either an interface or the interface to the game in which it exists, so the pattern is a.
Narrative Aspects
Narration Structures are typically created through Dialogues since many Dialogues are created so the series of utterances made will have a casuality.
Consequences
Dialogues are a form of Communication Channel. All statements in Dialogues that change the game state are Performative Utterances. When a game's interface is a Dialogues, the game has a Illocutionary Interface.
Relations
Outspoken Support Requesting Support Incremental Dialogue Processing Chunk-based Dialogue Processing 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
Communication Channels, Clues, Game State Indicators, Illocutionary Interfaces, Information Passing, Narration Structures, Performative Utterances, 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, Mixed Initiative Dialogues, Single-Initiative Dialogues
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.