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.
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.
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.
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.
- Best of Three (Emily Short, 2001, Glulx).
- Galatea (Emily Short, 2000, Z-code)
- Shadows on the Mirror (Chrysoula Tzavelas, 2003, TADS 3).
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.
- Photopia (Adam Cadre, 1998, Z-code)
- Voices (Aris Katsaris, 2001, Z-code)
This section is a stub. You can help by adding to it.
Links
- Conversation Systems in the IF Gems review quotes collection (also available from the IF Archive).
- Conversation - article by Emily Short.
- Choosing a Conversation System - article from the TADS 3 Technical Manual.
- Discussions about conversation systems on the rec.arts.int-fiction newsgroup.