Difference between revisions of "Dialogues"

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[[Category:Needs references]]
 
[[Category:Needs references]]
 
[[Category:Patterns created on the Wiki]]
 
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[[Category:Interface Patterns]]
 
[[Category:Character Patterns]]
 
[[Category:Character Patterns]]
 
[[Category:Dialogue Patterns]]
 
[[Category:Dialogue Patterns]]
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=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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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 ===
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[[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 ===
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[[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]]
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[[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]].
 
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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]].
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== Relations ==
 
== Relations ==
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=== Can Instantiate ===
 
=== Can Instantiate ===
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[[Communication Channels]],
 
[[Clues]],  
 
[[Clues]],  
 
[[Game State Indicators]],  
 
[[Game State Indicators]],  
 
[[Illocutionary Interfaces]],
 
[[Illocutionary Interfaces]],
 
[[Information Passing]],  
 
[[Information Passing]],  
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[[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

Grim Fandango

Using the pattern

Indirect information

Ambiguous Responses

Detective Structures

Information Passing

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

Indirect information

Ambiguous Responses

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

  1. Brusk, J. 2014. Steps Towards Creating Socially Competent Game Characters. Doctoral thesis, University of Gothenburg, Sweden.