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A dialogue tree, or conversation tree, is a gameplay mechanic that is used throughout many
adventure game An adventure game is a video game genre in which the player assumes the role of a protagonist in an interactive story driven by exploration and/or Puzzle video game, puzzle-solving. The Video game genres, genre's focus on story allows it to draw ...
s (including
action-adventure game The action-adventure genre is a video game hybrid genre that combines core elements from both the action game and adventure game genres. Typically, pure adventure games have situational problems for the player to solve to complete a story ...
s) and
role-playing video game A role-playing video game (commonly referred to as simply a role-playing game or RPG, as well as a computer role-playing game or CRPG) is a video game genre where the player controls the actions of a character (or several party members) immers ...
s. When interacting with a
non-player character A non-player character (NPC), or non-playable character, is any character in a game that is not controlled by a player. The term originated in traditional tabletop role-playing games where it applies to characters controlled by the gamemaster o ...
, the player is given a choice of what to say and makes subsequent choices until the conversation ends. Certain video game genres, such as visual novels and
dating sim Dating sims, or , are video game subgenre of simulation games with romantic elements. Dating sims are often dialog-heavy and focus on time management. The player must befriend and carefully build and maintain a relationship with one or more ...
s, revolve almost entirely around these character interactions and branching dialogues.


History

The concept of the dialogue tree has existed long before the advent of video games. The earliest known dialogue tree is described in " The Garden of Forking Paths," a 1941 short story by Jorge Luis Borges, in which the combination book of Ts'ui PĂȘn allows all major outcomes from an event branch into their own chapters. Much like the game counterparts this story reconvenes as it progresses (as possible outcomes would approach n where n is the number of options at each fork and m is the depth of the tree). The first computer
dialogue system A dialogue system, or conversational agent (CA), is a computer system intended to converse with a human. Dialogue systems employed one or more of text, speech, graphics, haptics, gestures, and other modes for communication on both the input and o ...
was featured in ELIZA, a primitive
natural language processing Natural language processing (NLP) is an interdisciplinary subfield of linguistics, computer science, and artificial intelligence concerned with the interactions between computers and human language, in particular how to program computers to pro ...
computer program written by Joseph Weizenbaum between 1964 and 1966. The program emulated interaction between the user and an
artificial Artificiality (the state of being artificial or manmade) is the state of being the product of intentional human manufacture, rather than occurring naturally through processes not involving or requiring human activity. Connotations Artificiality ...
therapist. With the advent of video games, interactive entertainment have attempted to incorporate meaningful interactions with virtual characters. Branching dialogues have since become a common feature in visual novels,
dating sim Dating sims, or , are video game subgenre of simulation games with romantic elements. Dating sims are often dialog-heavy and focus on time management. The player must befriend and carefully build and maintain a relationship with one or more ...
s,
adventure game An adventure game is a video game genre in which the player assumes the role of a protagonist in an interactive story driven by exploration and/or Puzzle video game, puzzle-solving. The Video game genres, genre's focus on story allows it to draw ...
s, and
role-playing video game A role-playing video game (commonly referred to as simply a role-playing game or RPG, as well as a computer role-playing game or CRPG) is a video game genre where the player controls the actions of a character (or several party members) immers ...
s.


Game mechanics

The player typically enters the gameplay mode by choosing to speak with a
non-player character A non-player character (NPC), or non-playable character, is any character in a game that is not controlled by a player. The term originated in traditional tabletop role-playing games where it applies to characters controlled by the gamemaster o ...
(or when a non-player character chooses to speak to them), and then choosing a line of pre-written dialog from a menu. Upon choosing what to say, the non-player character responds to the player, and the player is given another choice of what to say. This cycle continues until the conversation ends. The conversation may end when the player selects a farewell message, the non-player character has nothing more to add and ends the conversation, or when the player makes a bad choice (perhaps angering the non-player to leave the conversation). Games often offer options to ask non-players to reiterate information about a topic, allowing players to replay parts of the conversation that they did not pay close enough attention to the first time. These conversations are said to be designed as a tree structure, with players deciding between each branch of dialog to pursue. Unlike a branching story, players may return to earlier parts of a conversation tree and repeat them. Each branch point (or node) is essentially a different menu of choices, and each choice that the player makes triggers a response from the non-player character followed by a new menu of choices. In some genres such as
role-playing video game A role-playing video game (commonly referred to as simply a role-playing game or RPG, as well as a computer role-playing game or CRPG) is a video game genre where the player controls the actions of a character (or several party members) immers ...
s, external factors such as charisma may influence the response of the non-player character or unlock options that would not be available to other characters. These conversations can have far-reaching consequences, such as deciding to disclose a valuable secret that has been entrusted to the player. However, these are usually not real tree data structure in programmers sense, because they contain cycles as can be seen on illustration on this page. Certain game genres revolve almost entirely around character interactions, including visual novels such as ''
Ace Attorney ''Ace Attorney'' is a series of visual novel adventure video games developed by Capcom. With storytelling fashioned after legal dramas, the first entry in the series, ''Phoenix Wright: Ace Attorney'', was released in 2001; since then, five f ...
'' and
dating sim Dating sims, or , are video game subgenre of simulation games with romantic elements. Dating sims are often dialog-heavy and focus on time management. The player must befriend and carefully build and maintain a relationship with one or more ...
s such as '' Tokimeki Memorial'', usually featuring complex branching dialogues and often presenting the player's possible responses word-for-word as the
player character A player character (also known as a playable character or PC) is a fictional character in a video game or tabletop role-playing game whose actions are controlled by a player rather than the rules of the game. The characters that are not control ...
would say them. Games revolving around relationship-building, including visual novels, dating sims such as ''Tokimeki Memorial'', and some role-playing games such as '' Shin Megami Tensei: Persona'', often give choices that have a different number of associated "mood points" which influence a player character's relationship and future conversations with a non-player character. These games often feature a
day-night cycle A diurnal cycle (or diel cycle) is any pattern that recurs every 24 hours as a result of one full rotation of the planet Earth around its axis. Earth's rotation causes surface temperature fluctuations throughout the day and night, as well as we ...
with a time scheduling system that provides context and relevance to character interactions, allowing players to choose when and if to interact with certain characters, which in turn influences their responses during later conversations. Some games use a real-time conversation system, giving the player only a few seconds to respond to a non-player character, such as
Sega is a Japanese multinational corporation, multinational video game and entertainment company headquartered in Shinagawa, Tokyo. Its international branches, Sega of America and Sega Europe, are headquartered in Irvine, California and London, r ...
's '' Sakura Wars'' and '' Alpha Protocol''. Another variation of branching dialogues can be seen in the
adventure game An adventure game is a video game genre in which the player assumes the role of a protagonist in an interactive story driven by exploration and/or Puzzle video game, puzzle-solving. The Video game genres, genre's focus on story allows it to draw ...
''
Culpa Innata ''Culpa Innata'' ( la, Original Sin or Innate Fault) is a third person point-and-click adventure game developed by Turkish company Momentum AS and published by Strategy First. The game invites the player into an exploration of a Utopian city of ...
'', where the player chooses a tactic at the beginning of a conversation, such as using either a formal, casual or accusatory manner, that affects the tone of the conversation and the information gleaned from the interviewee.


Value and impact

This mechanism allows game designers to provide interactive conversations with nonplayer characters without having to tackle the challenges of
natural language processing Natural language processing (NLP) is an interdisciplinary subfield of linguistics, computer science, and artificial intelligence concerned with the interactions between computers and human language, in particular how to program computers to pro ...
in the field of artificial intelligence. In games such as '' Monkey Island'', these conversations can help demonstrate the personality of certain characters.


See also

*
Digital conversation A digital conversation is a scripted dialogue which takes place between a person and a computer via any digital medium from web browsers and Personal digital assistant, PDAs to mobile phones and Interactive television. Introduction A digital conv ...
* Sierra Entertainment


References

{{Video game gameplay Adventure games Trees (data structures) Video game gameplay Role-playing game terminology