Conversation: Difference between revisions

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In an IF context, '''conversation''' refers to communication between the [[PC]] and [[NPC]]s, meaningfully influenced by the [[player]]. Dialogue that doesn't respond to player decisions is something else - probably a [[cutscene]]. Directing game commands to NPCs is sometimes treated as conversation and sometimes not.


==Conversation as [[Puzzle]] Tool==
Conversation is frequently used as a means of giving [[pointers]] or [[hints]] about puzzles, or even of explicitly stating the terms of the puzzle.
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==Avoiding Conversation==
Due to the difficulties of writing responsive, realistic conversational NPCs, many IF games feature little or no conversation; indeed, many authors avoid including NPCs altogether rather than include NPCs with weak conversational abilities.
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==Conversation System==
==Conversation System==
The term 'conversation system' refers to a mechanism controlling conversation between the [[PC]] and the [[NPC]]s; a [[parser convention]] governing how the [[player]] gives orders governing conversation.  Two common conversation systems are [[ask-tell]] and [[Menu-based conversation|menu-based]].
The term 'conversation system' refers to a mechanism controlling conversation between the [[PC]] and the [[NPC]]s; a [[parser convention]] governing how the [[player]] gives orders governing conversation.  Two common conversation systems are [[ask-tell]] and [[Menu-based conversation|menu-based]].
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==Conversational Games==
Some IF games have conversation as a primary focus; the main or only way to explore the game or accomplish goals is through dialogue.
* [[Best of Three]] ([[Emily Short]], 2001, [[Glulx]]).
* [[Galatea]] ([[Emily Short]], 2000, [[Z-code]])
* [[Shadows on the Mirror]] ([[Chrysoula Tzavelas]], 2003, [[TADS 3]]).
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==Game As Conversation==
Certain games, by personifying the [[parser]] in various ways, frame part or all of the story in terms of a conversation.
* [[Photopia]] ([[Adam Cadre]], 1998, [[Z-code]])
* [[Voices]] ([[Aris Katsaris]], 2001, [[Z-code]])
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==Links==
==Links==

Revision as of 23:12, 10 August 2007

In an IF context, conversation refers to communication between the PC and NPCs, meaningfully influenced by the player. Dialogue that doesn't respond to player decisions is something else - probably a cutscene. Directing game commands to NPCs is sometimes treated as conversation and sometimes not.


Conversation as Puzzle Tool

Conversation is frequently used as a means of giving pointers or hints about puzzles, or even of explicitly stating the terms of the puzzle.

Pushpin.jpg This section is a stub. You can help by adding to it.

Avoiding Conversation

Due to the difficulties of writing responsive, realistic conversational NPCs, many IF games feature little or no conversation; indeed, many authors avoid including NPCs altogether rather than include NPCs with weak conversational abilities.

Pushpin.jpg This section is a stub. You can help by adding to it.

Conversation System

The term 'conversation system' refers to a mechanism controlling conversation between the PC and the NPCs; a parser convention governing how the player gives orders governing conversation. Two common conversation systems are ask-tell and menu-based.

Pushpin.jpg This section is a stub. You can help by adding to it.

Conversational Games

Some IF games have conversation as a primary focus; the main or only way to explore the game or accomplish goals is through dialogue.

Pushpin.jpg This section is a stub. You can help by adding to it.

Game As Conversation

Certain games, by personifying the parser in various ways, frame part or all of the story in terms of a conversation.

Pushpin.jpg This section is a stub. You can help by adding to it.

Links