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Dialogue tree

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157: 174:(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). 31: 182:, 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. 189:, 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 98:, 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). 234:
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
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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
267:, 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. 230:, 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 349: 724: 403: 275:
This mechanism allows game designers to provide interactive conversations with nonplayer characters without having to tackle the challenges of
377: 502: 358: 967: 337: 324: 216:, usually featuring complex branching dialogues and often presenting the player's possible responses word-for-word as the 166:: the query from the non-player character appears at the bottom, and three possible player responses at the upper left. 495: 957: 463: 962: 916: 62:, the player is given a choice of what to say and makes subsequent choices until the conversation ends. Certain 709: 521: 488: 438: 220:
would say them. Games revolving around relationship-building, including visual novels, dating sims such as
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conversation system, giving the player only a few seconds to respond to a non-player character, such as
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in programmers sense, because they contain cycles as can be seen on illustration on this page.
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Certain game genres revolve almost entirely around character interactions, including
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between 1964 and 1966. The program emulated interaction between the user and an
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have attempted to incorporate meaningful interactions with virtual characters.
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The player typically enters the gameplay mode by choosing to speak with a
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The concept of the dialogue tree has existed long before the advent of
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Dreamfall: The Longest Journey Hands-On - Yahoo! Video Games
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Another variation of branching dialogues can be seen in the
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The Pages of Now & Forever - All About Star Control
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have since become a common feature in visual novels,
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Adventure Gamers : Callahan's Crosstime Saloon
944: 335:Strange Things in Sierra's Adventure Game Demos 397: 395: 393: 391: 389: 387: 385: 330:Adventure Game Design Patterns at God Patterns 496: 436: 464:"Alpha Protocol Has A Touch Of Sakura Wars" 432: 430: 428: 426: 382: 160:A dialogue tree as implemented in the game 503: 489: 359:GameDev.net - NPC Conversation Techniques 423: 155: 29: 510: 461: 402:Rollings, Andrew; Ernest Adams (2006). 14: 945: 725:Turns, rounds and time-keeping systems 224:, and some role-playing games such as 484: 325:IGN: Escape From Monkey Island Review 34:An example of a simple dialogue tree 270: 24: 25: 979: 151: 408:. Prentice Hall. Archived from 455: 437:Brent Ellison (July 8, 2008). 371: 315: 124:therapist. With the advent of 13: 1: 968:Role-playing game terminology 309: 522:Glossary of video game terms 7: 439:"Defining Dialogue Systems" 405:Fundamentals of Game Design 292: 277:natural language processing 227:Shin Megami Tensei: Persona 111:natural language processing 92:The Garden of Forking Paths 10: 984: 81: 58:. When interacting with a 894: 841: 820: 745: 595: 564: 528: 519: 462:Spencer (17 March 2010). 130:interactive entertainment 94:", a 1941 short story by 753:Destructible environment 187:role-playing video games 146:role-playing video games 56:role-playing video games 958:Trees (data structures) 352:August 7, 2011, at the 281:artificial intelligence 185:In some genres such as 963:Video game terminology 167: 52:action-adventure games 35: 795:Procedural generation 159: 33: 582:Non-player character 304:Sierra Entertainment 299:Digital conversation 283:. In games such as 172:non-player character 60:non-player character 821:Movement techniques 605:Collision detection 191:tree data structure 134:Branching dialogues 101:The first computer 76:branching dialogues 902:Advance And Secure 340:2007-10-24 at the 168: 36: 940: 939: 917:Last man standing 700:Scripted sequence 222:Tokimeki Memorial 213:Tokimeki Memorial 118:Joseph Weizenbaum 96:Jorge Luis Borges 64:video game genres 44:conversation tree 27:Gameplay mechanic 16:(Redirected from 975: 932:King of the hill 907:Capture the flag 790:Persistent world 758:Instance dungeon 685:Random encounter 680:Quick time event 587:Player character 546:Experience point 505: 498: 491: 482: 481: 476: 475: 473: 471: 459: 453: 452: 450: 449: 434: 421: 420: 418: 417: 399: 380: 375: 369: 319: 279:in the field of 271:Value and impact 218:player character 114:computer program 105:was featured in 21: 983: 982: 978: 977: 976: 974: 973: 972: 953:Adventure games 943: 942: 941: 936: 890: 837: 816: 741: 591: 560: 524: 515: 509: 479: 469: 467: 460: 456: 447: 445: 435: 424: 415: 413: 400: 383: 376: 372: 368: 354:Wayback Machine 342:Wayback Machine 320: 316: 312: 295: 273: 232:day-night cycle 163:The Banner Saga 154: 142:adventure games 103:dialogue system 84: 48:adventure games 28: 23: 22: 15: 12: 11: 5: 981: 971: 970: 965: 960: 955: 938: 937: 935: 934: 929: 924: 919: 914: 909: 904: 898: 896: 892: 891: 889: 888: 883: 878: 877: 876: 871: 861: 856: 851: 845: 843: 839: 838: 836: 835: 830: 828:Rocket jumping 824: 822: 818: 817: 815: 814: 809: 804: 803: 802: 792: 787: 782: 777: 776: 775: 770: 760: 755: 749: 747: 743: 742: 740: 739: 738: 737: 727: 722: 717: 712: 707: 702: 697: 692: 687: 682: 677: 672: 667: 662: 657: 652: 650:Loading screen 647: 642: 637: 635:Invisible wall 632: 627: 622: 617: 612: 607: 601: 599: 593: 592: 590: 589: 584: 579: 574: 568: 566: 562: 561: 559: 558: 553: 548: 543: 538: 532: 530: 526: 525: 520: 517: 516: 508: 507: 500: 493: 485: 478: 477: 454: 422: 381: 370: 367: 366: 361: 356: 344: 332: 327: 321: 313: 311: 308: 307: 306: 301: 294: 291: 272: 269: 260:adventure game 252:Alpha Protocol 180:tree structure 153: 152:Game mechanics 150: 109:, a primitive 83: 80: 26: 9: 6: 4: 3: 2: 980: 969: 966: 964: 961: 959: 956: 954: 951: 950: 948: 933: 930: 928: 925: 923: 922:New Game Plus 920: 918: 915: 913: 910: 908: 905: 903: 900: 899: 897: 893: 887: 884: 882: 881:Single-player 879: 875: 872: 870: 867: 866: 865: 862: 860: 857: 855: 852: 850: 847: 846: 844: 842:Forms of play 840: 834: 831: 829: 826: 825: 823: 819: 813: 810: 808: 805: 801: 798: 797: 796: 793: 791: 788: 786: 783: 781: 778: 774: 771: 769: 766: 765: 764: 761: 759: 756: 754: 751: 750: 748: 744: 736: 733: 732: 731: 728: 726: 723: 721: 720:Tank controls 718: 716: 715:Status effect 713: 711: 708: 706: 703: 701: 698: 696: 693: 691: 688: 686: 683: 681: 678: 676: 673: 671: 668: 666: 663: 661: 658: 656: 653: 651: 648: 646: 645:Line of sight 643: 641: 638: 636: 633: 631: 628: 626: 623: 621: 618: 616: 615:Dialogue tree 613: 611: 608: 606: 603: 602: 600: 598: 594: 588: 585: 583: 580: 578: 575: 573: 570: 569: 567: 563: 557: 554: 552: 549: 547: 544: 542: 539: 537: 534: 533: 531: 527: 523: 518: 513: 506: 501: 499: 494: 492: 487: 486: 483: 465: 458: 444: 440: 433: 431: 429: 427: 412:on 2017-12-31 411: 407: 406: 398: 396: 394: 392: 390: 388: 386: 379: 374: 365: 362: 360: 357: 355: 351: 348: 345: 343: 339: 336: 333: 331: 328: 326: 323: 322: 318: 314: 305: 302: 300: 297: 296: 290: 288: 287: 286:Monkey Island 282: 278: 268: 266: 265: 261: 256: 254: 253: 248: 247: 242: 238: 233: 229: 228: 223: 219: 215: 214: 209: 205: 204: 199: 198:visual novels 194: 192: 188: 183: 181: 175: 173: 165: 164: 158: 149: 147: 143: 139: 135: 131: 127: 123: 119: 115: 112: 108: 104: 99: 97: 93: 89: 79: 77: 73: 69: 68:visual novels 65: 61: 57: 53: 49: 45: 41: 40:dialogue tree 32: 19: 886:Speedrunning 690:Replay value 614: 556:Critical hit 468:. Retrieved 466:. Siliconera 457: 446:. Retrieved 414:. Retrieved 410:the original 404: 373: 317: 284: 274: 264:Culpa Innata 262: 257: 250: 244: 225: 221: 211: 203:Ace Attorney 201: 195: 184: 176: 169: 161: 100: 85: 43: 39: 37: 874:Competitive 869:Cooperative 864:Multiplayer 768:Bonus stage 735:Fast travel 246:Sakura Wars 208:dating sims 138:dating sims 126:video games 116:written by 88:video games 72:dating sims 50:(including 18:Dialog tree 947:Categories 912:Deathmatch 895:Game modes 785:Open world 695:Saved game 665:Permadeath 655:Paper doll 620:Fog of war 565:Characters 529:Attributes 512:Video game 448:2011-03-30 416:2009-02-16 310:References 122:artificial 66:, such as 854:Nonlinear 807:Overworld 625:Game over 597:Mechanics 443:Gamasutra 237:real-time 927:Survival 849:Emergent 833:Strafing 800:Map seed 780:Mini-map 773:Minigame 705:Spawning 670:Power-up 660:Password 610:Cutscene 514:concepts 350:Archived 338:Archived 293:See also 210:such as 200:such as 746:Scenery 470:7 March 82:History 859:Twitch 812:Skybox 536:Health 144:, and 54:) and 763:Level 710:Stats 675:Quest 551:Magic 107:ELIZA 42:, or 730:Warp 640:Item 572:Boss 541:Life 472:2012 249:and 241:Sega 206:and 70:and 630:HUD 577:Bot 243:'s 949:: 441:. 425:^ 384:^ 255:. 148:. 140:, 128:, 78:. 38:A 504:e 497:t 490:v 474:. 451:. 419:. 20:)

Index

Dialog tree

adventure games
action-adventure games
role-playing video games
non-player character
video game genres
visual novels
dating sims
branching dialogues
video games
The Garden of Forking Paths
Jorge Luis Borges
dialogue system
ELIZA
natural language processing
computer program
Joseph Weizenbaum
artificial
video games
interactive entertainment
Branching dialogues
dating sims
adventure games
role-playing video games

The Banner Saga
non-player character
tree structure
role-playing video games

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