Difference between revisions of "Dialogues"

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== Using the pattern ==
 
== Using the pattern ==
 
The [[Scripted Information Sequences]]
 
 
  
 
[[Indirect information]]
 
[[Indirect information]]
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[[Detective Structures]]
 
[[Detective Structures]]
 +
 +
Feedback to utterances initiated by players or simply utterances by [[NPCs]] can take several forms in [[Dialogues]]. The simplest to
  
 
[[Outspoken Support]]
 
[[Outspoken Support]]
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[[Companions]]
 
[[Companions]]
 
[[Detective Structures]]
 
[[Detective Structures]]
[[Gossip]]
 
 
[[Ephemeral Goals]]
 
[[Ephemeral Goals]]
 
[[Quests]]
 
[[Quests]]
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[[Helpers]]
 
[[Helpers]]
  
While [[Dialogues]] consist of [[Information Passing]], what can be said in one [[Dialogues|Dialogue]] can be modified by the knowledge the player has acquired earlier, i.e. through earlier [[Information Passing]].
+
While [[Dialogues]] consist of [[Information Passing]], what can be said in one [[Dialogues|Dialogue]] can be modified by the knowledge the player has acquired earlier, i.e. through earlier [[Information Passing]]. One specific types of [[Information Passing]] that can serve in both these ways is [[Gossip]].
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=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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=== 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]].
 
[[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]].
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A major limitation to the complexity or procedural-generation of [[Dialogues]] is if they are to be communicated partially or wholly by voice acting.
  
 
=== Narrative Aspects ===
 
=== Narrative Aspects ===
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[[Illocutionary Interfaces]],
 
[[Illocutionary Interfaces]],
 
[[Information Passing]],  
 
[[Information Passing]],  
 +
[[Gossip]],
 
[[Narration Structures]],  
 
[[Narration Structures]],  
 
[[Performative Utterances]],  
 
[[Performative Utterances]],  
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=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
[[Gossip]],
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[[Non-Player Characters]]
[[Non-Player Characters]],
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[[Scripted Information Sequences]]
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==== with [[Non-Player Characters]] ====
 
==== with [[Non-Player Characters]] ====
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[[Colloquial Mastery]],  
 
[[Colloquial Mastery]],  
 
[[Delicate Phrasing]],  
 
[[Delicate Phrasing]],  
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[[Gossip]],
 
[[Inaccessible Areas]],  
 
[[Inaccessible Areas]],  
 
[[Information Passing]],  
 
[[Information Passing]],  

Revision as of 17:46, 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

Feedback to utterances initiated by players or simply utterances by NPCs can take several forms in Dialogues. The simplest to

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. When the Dialogues are with Non-Player Characters further options opens up for designing for skill requirements regarding Brokering, making False Accusations, or Maintaining Lies.

Non-Player Characters Game State Indicators Companions Detective Structures Ephemeral Goals Quests Inaccessible Areas Clues Helpers

While Dialogues consist of Information Passing, what can be said in one Dialogue can be modified by the knowledge the player has acquired earlier, i.e. through earlier Information Passing. One specific types of Information Passing that can serve in both these ways is Gossip.


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.

A major limitation to the complexity or procedural-generation of Dialogues is if they are to be communicated partially or wholly by voice acting.

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 are examples of Information Passing but the ones that also change the game state are in addition 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, Gossip, Narration Structures, Performative Utterances, Quests

Can Modulate

Companions, Detective Structures, Ephemeral Goals, Helpers, Non-Player Characters

Can Be Instantiated By

Non-Player Characters

with Non-Player Characters

Brokering, False Accusations, Maintaining Lies

Can Be Modulated By

Colloquial Mastery, Delicate Phrasing, Gossip, 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.