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 [[ | 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. | ||
{{sectstub}} | {{sectstub}} | ||
==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]]. | ||
{{sectstub}} | {{sectstub}} | ||
== | |||
==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. | ||
* [[ | * ''[[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]] | * ''[[August]]'' ([[Matt Fendahleen]]; 2001; [[Z-code]]). | ||
* [[Shadows on the Mirror]] ([[Chrysoula Tzavelas]] | * ''[[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. | Certain games, by personifying the [[parser]] in various ways, frame part or all of the story in terms of a conversation. | ||
* [[Photopia]] ([[Adam Cadre]] | * ''[[Photopia]]'' ([[Adam Cadre]]; 1998; [[Z-code]]). | ||
* [[Voices]] ([[Aris Katsaris]] | * ''[[Violet]]'' ([[Jeremy Freese]]; 2008; Z-code). | ||
* ''[[Voices]]'' ([[Aris Katsaris]]; 2001; Z-code). | |||
==Links== | ==Links== | ||
* [http:// | * [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://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.
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).
- Choosing a Conversation System - article from the TADS 3 Technical Manual.
- Discussions about conversation systems on the rec.arts.int-fiction newsgroup.
Conversation articles by Emily Short
Emily Short has written extensively on this topic:
- Conversation.
- Modeling conversation flow, a series of articles:
- 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", 26 August 2009.
- Moods in conversation, 10 December 2009.