Conversation: Difference between revisions

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(→‎Conversational Games: Extended the list.)
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==Conversational Games==
==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.  
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 Thorton]], [[Ziv Wities]]; 2009; [[Glulx]]).
* ''[[August]]'' ([[Matt Fendahleen]]; 2001; [[Z-code]]).
* ''[[Best of Three]]'' ([[Emily Short]]; 2001; [[Glulx]]).
* ''[[Best of Three]]'' ([[Emily Short]]; 2001; [[Glulx]]).
* ''[[Galatea]]'' ([[Emily Short]]; 2000; [[Z-code]]).
* ''[[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]]).
* ''[[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]]).
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==Game As Conversation==
==Game As Conversation==
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.

Revision as of 09:18, 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.

Pushpin.jpg This section is a stub. You can help by adding to it.

Game As Conversation

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

Pushpin.jpg This section is a stub. You can help by adding to it.

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