Conversation: Difference between revisions

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(→‎Links: + another Emily post)
(→‎Links: + Beginnings and endings using scenes)
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** [http://emshort.wordpress.com/2009/08/06/modeling-conversation-flow-silence/ Silence] - 6 August 2009.
** [http://emshort.wordpress.com/2009/08/06/modeling-conversation-flow-silence/ Silence] - 6 August 2009.
** [http://emshort.wordpress.com/2009/08/08/conversational-analysis-studies/ Conversational analysis studies] - 8 August 2009.
** [http://emshort.wordpress.com/2009/08/08/conversational-analysis-studies/ Conversational analysis studies] - 8 August 2009.
** [http://emshort.wordpress.com/2009/08/10/modeling-conversation-flow-beginnings-and-endings-using-scenes/ Beginnings and endings using scenes] - 10 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 17:49, 10 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.

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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

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.

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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.

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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.

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Links