A dialogue tree, or conversation tree, is a gameplay mechanic that is used throughout many (including action-adventure games The Pages of Now & Forever - All About Star Control) and role-playing video games. When interacting with a non-player character, the player is given a choice of what to say and makes subsequent choices until the conversation ends. Certain video game genres, such as and , revolve almost entirely around these character interactions and branching dialogues.
The first computer dialogue system was featured in ELIZA, a primitive natural language processing computer program written by Joseph Weizenbaum between 1964 and 1966. The program emulated interaction between the user and an artificial therapist. With the advent of , interactive entertainment have attempted to incorporate meaningful interactions with virtual characters. Branching dialogues have since become a common feature in visual novels, , , and role-playing video games.
Games often offer options to ask non-players to reiterate information about a topic, allowing players to replay parts of the conversation that they did not pay close enough attention to the first time. These conversations are said to be designed as a tree structure, with players deciding between each branch of dialog to pursue. Unlike a branching story, players may return to earlier parts of a conversation tree and repeat them. Each branch point (or node) is essentially a different menu of choices, and each choice that the player makes triggers a response from the non-player character followed by a new menu of choices.
In some genres such as role-playing video games, external factors such as charisma may influence the response of the non-player character or unlock options that would not be available to other characters. These conversations can have far-reaching consequences, such as deciding to disclose a valuable secret that has been entrusted to the player. However, these are usually not real tree data structure in programmers sense, because they contain cycles as can be seen on illustration on this page.
Certain game genres revolve almost entirely around character interactions, including such as Ace Attorney and such as Tokimeki Memorial, usually featuring complex branching dialogues and often presenting the player's possible responses word-for-word as the player character would say them. Games revolving around relationship-building, including visual novels, dating sims such as Tokimeki Memorial, and some role-playing games such as , often give choices that have a different number of associated "mood points" which influence a player character's relationship and future conversations with a non-player character. These games often feature a Persistent world with a time scheduling system that provides context and relevance to character interactions, allowing players to choose when and if to interact with certain characters, which in turn influences their responses during later conversations. Some games use a real-time conversation system, giving the player only a few seconds to respond to a non-player character, such as Sega's Sakura Wars and Alpha Protocol.
Another variation of branching dialogues can be seen in the adventure game Culpa Innata, where the player chooses a tactic at the beginning of a conversation, such as using either a formal, casual or accusatory manner, that affects the tone of the conversation and the information gleaned from the interviewee.
|
|