Conversation: Difference between revisions

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==Conversation as [[Puzzle]] Tool==
==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.  
Conversation is frequently used as a means of giving [[pointer]]s or [[hint]]s about puzzles, or even of explicitly stating the terms of the puzzle.  
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==Avoiding Conversation==
==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.
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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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==
 
==Lists of Games using Conversation==
''See also: [https://ifdb.org/search?searchfor=tag:conversation 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.  
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]]).
* ''[[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]]).
* [[Galatea]] ([[Emily Short]], 2000, [[Z-code]])
* ''[[August]]'' ([[Matt Fendahleen]]; 2001; [[Z-code]]).
* [[Shadows on the Mirror]] ([[Chrysoula Tzavelas]], 2003, [[TADS 3]]).
* ''[[Best of Three]]'' ([[Emily Short]]; 2001; Glulx).
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* ''[[Galatea]]'' ([[Emily Short]]; 2000; Z-code).
==Game As Conversation==
* ''[[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.
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]])
* ''[[Photopia]]'' ([[Adam Cadre]]; 1998; [[Z-code]]).
* [[Voices]] ([[Aris Katsaris]], 2001, [[Z-code]])
* ''[[Violet]]'' ([[Jeremy Freese]]; 2008; Z-code).
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* ''[[Voices]]'' ([[Aris Katsaris]]; 2001; Z-code).


==Links==
==Links==
* [http://dfisher.serverspeople.net/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://davidfisher.info/if/gems/index.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://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.
===Conversation articles by Emily Short===
[[Emily Short]] has written extensively on this topic:
* [http://emshort.wordpress.com/writing-if/my-articles/conversation/ Conversation].
* [http://emshort.wordpress.com/?s=modeling+conversation Modeling conversation flow], a series of articles:
** [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/2009/07/24/modeling-conversation-flow-subject-changes/ Subject changes] - 24 July 2009.
** [http://emshort.wordpress.com/2009/07/26/modeling-conversation-flow-transitions-in-player-speech/ Transitions in player speech] - 26 July 2009.
** [http://emshort.wordpress.com/2009/07/27/modeling-conversation-flow-interrupting-the-player/ Interrupting the player] - 27 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/2009/08/05/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://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://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"], 26 August 2009.
* [http://emshort.wordpress.com/2009/12/10/moods-in-conversation/ Moods in conversation], 10 December 2009.


[[Category:Glossary]]
[[Category:Glossary]]

Latest revision as of 18:19, 2 March 2021

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.

Pushpin.jpg 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.

Pushpin.jpg 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.

Pushpin.jpg 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.

Personified narrator games

Certain games, by personifying the parser in various ways, frame part or all of the story in terms of a conversation.

Links

Conversation articles by Emily Short

Emily Short has written extensively on this topic: