Gamasutra - Branching Conversation Systems

Couchpotato

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Gamasutra has two interesting articles about Branching Conversation Systems from Alexander Freed. You can read the first article by clicking the following link.

Video games are bad at handling conversations. Video games are especially bad at handling interactive conversations. There’s a reason most classic games are remembered for their gameplay or atmosphere rather than their dialogue: talking isn’t a strength of the medium.

But dialogue is a powerful and versatile storytelling tool–it characterizes, it builds relationships, it turns subtext into text, it gives rhythm and pacing to scenes, it creates an “index” of key words and phrases to a narrative, it brings drama into quiet moments… and so on. Foregoing dialogue altogether enormously limits the kinds of stories a video game can tell. So we’ve been using it from almost the beginning, despite our better judgment.

Basic non-interactive dialogue is easy. Screens of text or lines of voiceover are simple to deliver. Yet this approach inevitably turns the Player (the person behind the screen, as opposed to the in-game Player character) into a passive consumer of content.
The second part of his post can be read here.

So you’ve decided that a branching conversation system is the best choice for your game. You’ve got the writing and programming expertise to make it work, and the budget to support implementation and testing. But how will your system really function? You know your high-level goals, but it’s time to refine.

In this post, we’ll discuss some of the largest design decisions you’ll need to make before writing begins.
More information.
 
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either you write it good and have choice and consequences (not ur regular branching dialogs that LEAD TO THE SAME OUTCOME.

or you just have linear dialogs / cutscenes and focus on making that perfect. WHats so hard to understand?
 
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