Conversation: Difference between revisions
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* ''[[Photopia]]'' ([[Adam Cadre]]; 1998; [[Z-code]]). | * ''[[Photopia]]'' ([[Adam Cadre]]; 1998; [[Z-code]]). | ||
* ''[[Voices]]'' ([[Aris Katsaris]]; 2001; Z-code). | * ''[[Voices]]'' ([[Aris Katsaris]]; 2001; Z-code). | ||
* ''[[Violet]]'' ([[Jeremy Freese]]; 2008; Z-code). | |||
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Revision as of 09:10, 13 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.
- 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).
- Violet (Jeremy Freese; 2008; Z-code).
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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.
- Conversational analysis studies - 8 August 2009.
- Beginnings and endings using scenes - 10 August 2009.
- Choosing a Conversation System - article from the TADS 3 Technical Manual.
- Discussions about conversation systems on the rec.arts.int-fiction newsgroup.