Conversation: Difference between revisions
(→Lists of Games using Conversation: + link to IFDB games tagged with 'conversation') |
(→Links: + The conversational "script") |
||
Line 52: | Line 52: | ||
** [http://emshort.wordpress.com/2009/08/10/modeling-conversation-flow-beginnings-and-endings-using-scenes/ Beginnings and endings using scenes] - 10 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://emshort.wordpress.com/2009/08/12/modeling-conversation-flow-multiple-people-conversing-some-closing-caveats/ Multiple people conversing] - 12 August 2009. | ** [http://emshort.wordpress.com/2009/08/12/modeling-conversation-flow-multiple-people-conversing-some-closing-caveats/ Multiple people conversing] - 12 August 2009. | ||
* [http://emshort.wordpress.com/2009/08/26/the-conversational-script/ The conversational "script"] - by [[Emily Short]], 26 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 08:57, 30 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.
Lists of Games using Conversation
See also: Conversation tagged games at IFDB.
Conversation-rich 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.
- Alabaster (John Cater, Rob Dubbin, Eric Eve, Elizabeth Heller, Jayzee, Kazuki Mishima, Sarah Morayati, Mark Musante, Emily Short, Adam Thornton, and Ziv Wities; 2009; Glulx).
- August (Matt Fendahleen; 2001; Z-code).
- Best of Three (Emily Short; 2001; Glulx).
- Galatea (Emily Short; 2000; Z-code).
- Glass (Emily Short; 2006; Z-code).
- Redemption (Kathleen Fischer; 2003; Z-code).
- Shadows on the Mirror (Chrysoula Tzavelas; 2003; TADS 3).
- Snowblind Aces (C.E.J. Pacian; 2007; TADS 3).
- Urban Conflict (Sam Gordon; 2007; Z-code).
- The Visitor (Peter Polkinghorne; 2000; Z-code).
Personified narrator games
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).
- Violet (Jeremy Freese; 2008; Z-code).
- Voices (Aris Katsaris; 2001; Z-code).
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.
- Multiple people conversing - 12 August 2009.
- The conversational "script" - by Emily Short, 26 August 2009.
- Choosing a Conversation System - article from the TADS 3 Technical Manual.
- Discussions about conversation systems on the rec.arts.int-fiction newsgroup.