Dialog Tree
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A dialogue tree, or conversation tree, is a gameplay mechanic that is used throughout many adventure games (including
action-adventure game An action-adventure game is a video game hybrid genre that combines core elements from both the action game and adventure game genres. Definition An action adventure game can be defined as a game with a mix of elements from an action ...
s) and
role-playing video game Role-playing video games, also known as CRPG (computer/console role-playing games), comprise a broad video game genre generally defined by a detailed story and character advancement (often through increasing characters' levels or other skills) ...
s. When interacting with a non-player character, the player is given a choice of what to say and makes subsequent choices until the conversation ends. Certain
video game genres A video game genre is an informal classification of a video game based on how it is played rather than visual or narrative elements. This is independent of setting, unlike works of fiction that are expressed through other media, such as films ...
, such as
visual novel A visual novel (VN) is a form of digital interactive fiction. Visual novels are often associated with the medium of video games, but are not always labeled as such themselves. They combine a textual narrative with static or animated illustratio ...
s and dating sims, 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 game A video game or computer game is an electronic game that involves interaction with a user interface or input device (such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device) to generate visual fe ...
s. The earliest known dialogue tree is described in " The Garden of Forking Paths", a 1941 short story by
Jorge Luis Borges Jorge Francisco Isidoro Luis Borges Acevedo ( ; ; 24 August 1899 – 14 June 1986) was an Argentine short-story writer, essayist, poet and translator regarded as a key figure in Spanish literature, Spanish-language and international literatur ...
, in which the combination book of Ts'ui Pên 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 was featured in ELIZA, a primitive
natural language processing Natural language processing (NLP) is a subfield of computer science and especially artificial intelligence. It is primarily concerned with providing computers with the ability to process data encoded in natural language and is thus closely related ...
computer program A computer program is a sequence or set of instructions in a programming language for a computer to Execution (computing), execute. It is one component of software, which also includes software documentation, documentation and other intangibl ...
written by Joseph Weizenbaum between 1964 and 1966. The program emulated interaction between the user and an artificial therapist. With the advent of
video game A video game or computer game is an electronic game that involves interaction with a user interface or input device (such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device) to generate visual fe ...
s,
interactive entertainment Interactive media refers to digital experiences that dynamically respond to user input, delivering content such as text, images, animations, video, audio, and even AI-driven interactions. Over the years, interactive media has expanded across ...
have attempted to incorporate meaningful interactions with virtual characters. Branching dialogues have since become a common feature in visual novels, dating sims, adventure games, and
role-playing video game Role-playing video games, also known as CRPG (computer/console role-playing games), comprise a broad video game genre generally defined by a detailed story and character advancement (often through increasing characters' levels or other skills) ...
s.


Game mechanics

The player typically enters the gameplay mode by choosing to speak with a non-player character (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 A tree structure, tree diagram, or tree model is a way of representing the hierarchical nature of a structure in a graphical form. It is named a "tree structure" because the classic representation resembles a tree, although the chart is gen ...
, 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 Role-playing video games, also known as CRPG (computer/console role-playing games), comprise a broad video game genre generally defined by a detailed story and character advancement (often through increasing characters' levels or other skills) ...
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 novel A visual novel (VN) is a form of digital interactive fiction. Visual novels are often associated with the medium of video games, but are not always labeled as such themselves. They combine a textual narrative with static or animated illustratio ...
s such as '' Ace Attorney'' and dating sims 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 (arts), 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 tha ...
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 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 video game company and subsidiary of Sega Sammy Holdings headquartered in Tokyo. It produces several List of best-selling video game franchises, multi-million-selling game franchises for arcade game, arcades and video game cons ...
's '' Sakura Wars'' and '' Alpha Protocol''. Another variation of branching dialogues can be seen in the adventure game '' Culpa Innata'', 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 a subfield of computer science and especially artificial intelligence. It is primarily concerned with providing computers with the ability to process data encoded in natural language and is thus closely related ...
in the field of
artificial intelligence Artificial intelligence (AI) is the capability of computer, computational systems to perform tasks typically associated with human intelligence, such as learning, reasoning, problem-solving, perception, and decision-making. It is a field of re ...
. In games such as '' Monkey Island'', these conversations can help demonstrate the personality of certain characters.


See also

* Digital conversation * Sierra Entertainment


References

{{Video game gameplay Adventure games Video game terminology Role-playing game terminology