Conversation: Difference between revisions
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* [http://jacl.game-host.org:8080/dfisher/ifgems/gems_13.html#13.7 Conversation Systems] in the ''IF Gems'' review quotes collection (also available from the [http://mirror.ifarchive.org/if-archive/programming/general-discussion/IFGems.zip IF Archive]). | * [http://jacl.game-host.org:8080/dfisher/ifgems/gems_13.html#13.7 Conversation Systems] in the ''IF Gems'' review quotes collection (also available from the [http://mirror.ifarchive.org/if-archive/programming/general-discussion/IFGems.zip IF Archive]). | ||
* [http://emshort.wordpress.com/writing-if/my-articles/conversation/ Conversation] - article by [[Emily Short]]. | * [http://emshort.wordpress.com/writing-if/my-articles/conversation/ Conversation] - article by [[Emily Short]]. | ||
* | * [http://emshort.wordpress.com/?s=modeling+conversation Modeling conversation flow], a series of articles by [[Emily Short]]: | ||
** [http://www.gamesetwatch.com/2009/05/column_homer_in_silicon_the_co_1.php Homer in Silicon: Sub-Façade] - written for [[GameSetWatch]]; 12 May 2009. This article introduces the elements of the conversation model in the articles that follow. | ** [http://www.gamesetwatch.com/2009/05/column_homer_in_silicon_the_co_1.php Homer in Silicon: Sub-Façade] - written for [[GameSetWatch]]; 12 May 2009. This article introduces the elements of the conversation model in the articles that follow. | ||
** [http://emshort.wordpress.com/2009/07/22/modeling-conversation-flow-types-of-npc-initiative/ Types of NPC initiative] - 22 July 2009. | ** [http://emshort.wordpress.com/2009/07/22/modeling-conversation-flow-types-of-npc-initiative/ Types of NPC initiative] - 22 July 2009. | ||
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** [http://emshort.wordpress.com/2009/07/30/modeling-conversation-flow-npc-repeating-information/ NPC repeating information] - 30 July 2009. | ** [http://emshort.wordpress.com/2009/07/30/modeling-conversation-flow-npc-repeating-information/ NPC repeating information] - 30 July 2009. | ||
** [http://emshort.wordpress.com/2009/08/02/modeling-conversation-flow-open-ended-questions/ NPC questions] - 2 August 2009. | ** [http://emshort.wordpress.com/2009/08/02/modeling-conversation-flow-open-ended-questions/ NPC questions] - 2 August 2009. | ||
** [http://emshort.wordpress.com/2009/08/05/modeling-conversation-flow-actions-in-conversational-context/ Actions in conversational context] - 5 August 2009. | |||
** [http://emshort.wordpress.com/2009/08/06/modeling-conversation-flow-silence/ Silence] - 6 August 2009. | |||
* [http://www.tads.org/t3doc/doc/techman/convbkg.htm Choosing a Conversation System] - article from the ''[[TADS 3]] Technical Manual''. | * [http://www.tads.org/t3doc/doc/techman/convbkg.htm Choosing a Conversation System] - article from the ''[[TADS 3]] Technical Manual''. | ||
* [[Past_raif_topics: NPCs and AI#Conversation_interfaces|Discussions about conversation systems]] on the rec.arts.int-fiction newsgroup. | * [[Past_raif_topics: NPCs and AI#Conversation_interfaces|Discussions about conversation systems]] on the rec.arts.int-fiction newsgroup. | ||
[[Category:Glossary]] | [[Category:Glossary]] |
Revision as of 17:37, 7 August 2009
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.
- Modeling conversation flow, a series of articles by Emily Short:
- Homer in Silicon: Sub-Façade - written for GameSetWatch; 12 May 2009. This article introduces the elements of the conversation model in the articles that follow.
- Types of NPC initiative - 22 July 2009.
- Subject changes - 24 July 2009.
- Transitions in player speech - 26 July 2009.
- Interrupting the player - 27 July 2009.
- NPC repeating information - 30 July 2009.
- NPC questions - 2 August 2009.
- Actions in conversational context - 5 August 2009.
- Silence - 6 August 2009.
- Choosing a Conversation System - article from the TADS 3 Technical Manual.
- Discussions about conversation systems on the rec.arts.int-fiction newsgroup.