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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
177:
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
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This mechanism allows game designers to provide interactive conversations with nonplayer characters without having to tackle the challenges of
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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.
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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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74:, revolve almost entirely around these character interactions and
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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
46:, is a gameplay mechanic that is used throughout many
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have since become a common feature in visual novels,
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90:. The earliest known dialogue tree is described in "
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Adventure Gamers : Callahan's
Crosstime Saloon
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335:Strange Things in Sierra's Adventure Game Demos
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330:Adventure Game Design Patterns at God Patterns
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464:"Alpha Protocol Has A Touch Of Sakura Wars"
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160:A dialogue tree as implemented in the game
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359:GameDev.net - NPC Conversation Techniques
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402:Rollings, Andrew; Ernest Adams (2006).
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725:Turns, rounds and time-keeping systems
224:, and some role-playing games such as
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325:IGN: Escape From Monkey Island Review
34:An example of a simple dialogue tree
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408:. Prentice Hall. Archived from
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437:Brent Ellison (July 8, 2008).
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124:therapist. With the advent of
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968:Role-playing game terminology
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522:Glossary of video game terms
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439:"Defining Dialogue Systems"
405:Fundamentals of Game Design
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277:natural language processing
227:Shin Megami Tensei: Persona
111:natural language processing
92:The Garden of Forking Paths
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58:. When interacting with a
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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
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52:action-adventure games
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795:Procedural generation
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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
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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
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932:King of the hill
907:Capture the flag
790:Persistent world
758:Instance dungeon
685:Random encounter
680:Quick time event
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40:dialogue tree
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886:Speedrunning
690:Replay value
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556:Critical hit
468:. Retrieved
466:. Siliconera
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446:. Retrieved
414:. Retrieved
410:the original
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264:Culpa Innata
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203:Ace Attorney
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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:)
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