Difference between revisions of "Dialogues"

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[[Dragon Age series]]
 
[[Mass Effect series]]
 
[[Mass Effect series]]
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[[Fallout series]]
 +
 
[[Zork series]]
 
[[Zork series]]
 
[[MUD2]]
 
[[MUD2]]
 
[[DragonMud]]
 
[[DragonMud]]
[[Dragon Age series]]
 
[[Facade]]
 
  
 
[[Grim Fandango]]
 
[[Grim Fandango]]
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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
+
[[Clues]]
  
 
[[Outspoken Support]]
 
[[Outspoken Support]]
 
[[Requesting Support]]
 
[[Requesting Support]]
[[Incremental Dialogue Processing]]
 
[[Chunk-based Dialogue Processing]]
 
 
[[Basic Input Feedback]]
 
[[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]].
+
[[Non-Player Characters]]
 +
[[Companions]]
 +
[[Helpers]]
  
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]]
 
[[Game State Indicators]]
[[Companions]]
 
[[Detective Structures]]
 
 
[[Ephemeral Goals]]
 
[[Ephemeral Goals]]
 
[[Quests]]
 
[[Quests]]
 
[[Inaccessible Areas]]
 
[[Inaccessible Areas]]
[[Clues]]
 
[[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]]. One specific types of [[Information Passing]] that can serve in both these ways is [[Gossip]].
 
  
 +
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]]. Regardless of who starts a dialogue, another design choice is how players create their utterances and commit to having them said. Choosing one out of several options (as in [[Grim Fandango]] and the [[Dragon Age series|Dragon Age]] and [[Fallout series]]) or letting player write complete free-text sentences (as in [[DragonMud]] or the [[Zork series]]) are examples [[Chunk-based Dialogue Processing]] but a lesser explored option is that of [[Incremental Dialogue Processing]]. This, which is found in [[Facade]], lets the [[Dialogues]] be [[Gameplay Integrated Conversations]] which can help contain [[Diegetic Consistency]] so that not for example a pursuit may be completely halted as the players initiates a conversation with some random [[NPCs|NPC]].
 +
 +
Feedback to utterances initiated by players or simply utterances by [[NPCs]] can take several forms in [[Dialogues]]. The simplest to creates is [[Canned Text Responses]] but [[Context Dependent Dialogues]] provide [[Contextualized Conversational Responses]]. This may be done by algorithmically creating utterances as the [[Dialogues]] unfold, but [[Location-Specific Dialogues]] and [[Character-Specific Dialogues]] may be sufficient to make the [[Dialogues]] seem context dependent without requiring advance parsing and text generation systems.
 +
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]].
 +
 +
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 (and as [[Clues]]) is [[Gossip]].
  
 
=== 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]].
+
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]]. This primarily consists of making sure one has [[Thematically Consistent Dialogues]] unless [[Contextualized Conversational Responses]] provide this already.
  
 
=== 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]].
  
A major limitation to the complexity or procedural-generation of [[Dialogues]] is if they are to be communicated partially or wholly by voice acting.
+
A major limitation to the complexity of [[Dialogues]] or [[Contextualized Conversational Responses]] is when they are to be communicated partially or wholly by voice acting.
  
 
=== Narrative Aspects ===
 
=== Narrative Aspects ===
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[[Chunk-based Dialogue Processing]]
 
[[Chunk-based Dialogue Processing]]
 
[[Basic Input Feedback]]
 
[[Basic Input Feedback]]
[[Canned Text Responses]]
 
[[Thematically Consistent Dialogues]]
 
[[Context Dependent Dialogues]]
 
[[Contextualized Conversational Responses]]
 
 
[[Gameplay Integrated Conversations]]
 
[[Gameplay Integrated Conversations]]
[[Location-Specific Dialogues]]
 
[[Character-Specific Dialogues]]
 
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
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[[Performative Utterances]],  
 
[[Performative Utterances]],  
 
[[Quests]]
 
[[Quests]]
 +
 +
==== with [[Contextualized Conversational Responses]] ====
 +
[[Thematically Consistent Dialogues]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
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=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 +
[[Canned Text Responses]],
 +
[[Contextualized Conversational Responses]],
 
[[Non-Player Characters]]
 
[[Non-Player Characters]]
  
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=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
 +
[[Character-Specific Dialogues]],
 
[[Colloquial Mastery]],  
 
[[Colloquial Mastery]],  
 +
[[Context Dependent Dialogues]],
 
[[Delicate Phrasing]],  
 
[[Delicate Phrasing]],  
 
[[Gossip]],  
 
[[Gossip]],  
 
[[Inaccessible Areas]],  
 
[[Inaccessible Areas]],  
 
[[Information Passing]],  
 
[[Information Passing]],  
 +
[[Location-Specific Dialogues]],
 
[[Mixed Initiative Dialogues]],  
 
[[Mixed Initiative Dialogues]],  
[[Single-Initiative Dialogues]]
+
[[Single-Initiative Dialogues]],
 +
[[Thematically Consistent Dialogues]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===

Revision as of 18:04, 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

Dragon Age series Mass Effect series Fallout series

Zork series MUD2 DragonMud

Grim Fandango

Using the pattern

Indirect information

Ambiguous Responses

Detective Structures

Clues

Outspoken Support Requesting Support Basic Input Feedback

Non-Player Characters Companions Helpers

Game State Indicators Ephemeral Goals Quests Inaccessible Areas


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. Regardless of who starts a dialogue, another design choice is how players create their utterances and commit to having them said. Choosing one out of several options (as in Grim Fandango and the Dragon Age and Fallout series) or letting player write complete free-text sentences (as in DragonMud or the Zork series) are examples Chunk-based Dialogue Processing but a lesser explored option is that of Incremental Dialogue Processing. This, which is found in Facade, lets the Dialogues be Gameplay Integrated Conversations which can help contain Diegetic Consistency so that not for example a pursuit may be completely halted as the players initiates a conversation with some random NPC.

Feedback to utterances initiated by players or simply utterances by NPCs can take several forms in Dialogues. The simplest to creates is Canned Text Responses but Context Dependent Dialogues provide Contextualized Conversational Responses. This may be done by algorithmically creating utterances as the Dialogues unfold, but Location-Specific Dialogues and Character-Specific Dialogues may be sufficient to make the Dialogues seem context dependent without requiring advance parsing and text generation systems. 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.

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 (and as Clues) 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. This primarily consists of making sure one has Thematically Consistent Dialogues unless Contextualized Conversational Responses provide this already.

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 of Dialogues or Contextualized Conversational Responses is when 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 Gameplay Integrated Conversations

Can Instantiate

Communication Channels, Clues, Game State Indicators, Illocutionary Interfaces, Information Passing, Gossip, Narration Structures, Performative Utterances, Quests

with Contextualized Conversational Responses

Thematically Consistent Dialogues

Can Modulate

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

Can Be Instantiated By

Canned Text Responses, Contextualized Conversational Responses, Non-Player Characters

with Non-Player Characters

Brokering, False Accusations, Maintaining Lies

Can Be Modulated By

Character-Specific Dialogues, Colloquial Mastery, Context Dependent Dialogues, Delicate Phrasing, Gossip, Inaccessible Areas, Information Passing, Location-Specific Dialogues, Mixed Initiative Dialogues, Single-Initiative Dialogues, Thematically Consistent 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.