Dialogues

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[[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 MUD1 DragonMud Dragon Age series Facade

Using the pattern

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

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Mules Non-Player Characters Game State Indicators Companions Detective Structures Information Passing Gossip Ephemeral Goals Quests Environmental Storytelling Inaccessible Areas Switches Clues Helpers

Can Instantiate

with ...

Can Modulate

Can Be Instantiated By

Can Be Modulated By

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.