Jump to content
 







Main menu
   


Navigation  



Main page
Contents
Current events
Random article
About Wikipedia
Contact us
Donate
 




Contribute  



Help
Learn to edit
Community portal
Recent changes
Upload file
 








Search  

































Create account

Log in
 









Create account
 Log in
 




Pages for logged out editors learn more  



Contributions
Talk
 



















Contents

   



(Top)
 


1 History  





2 Game mechanics  





3 Value and impact  





4 See also  





5 References  














Dialogue tree






Català
فارسی
Français
עברית
Polski
Português
Svenska
Türkçe
Українська


 

Edit links
 









Article
Talk
 

















Read
Edit
View history
 








Tools
   


Actions  



Read
Edit
View history
 




General  



What links here
Related changes
Upload file
Special pages
Permanent link
Page information
Cite this page
Get shortened URL
Download QR code
Wikidata item
 




Print/export  



Download as PDF
Printable version
 




In other projects  



Wikimedia Commons
 
















Appearance
   

 






From Wikipedia, the free encyclopedia
 

(Redirected from Dialog tree)

An example of a simple dialogue tree

Adialogue tree, or conversation tree, is a gameplay mechanic that is used throughout many adventure games[1] (including action-adventure games[2]) and role-playing video games.[3] 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.[3] Certain video game genres, such as visual novels and dating sims, revolve almost entirely around these character interactions and branching dialogues.[4]

History[edit]

The concept of the dialogue tree has existed long before the advent of video games. The earliest known dialogue tree is described in "The Garden of Forking Paths", a 1941 short story by Jorge Luis Borges, in which the combination book of Ts'ui Pên allows all major outcomes from an event branch into their own chapters. Much like the game counterparts this story reconvenes as it progresses (as possible outcomes would approach nm where n is the number of options at each fork and m is the depth of the tree).

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 video games, interactive entertainment have attempted to incorporate meaningful interactions with virtual characters. Branching dialogues have since become a common feature in visual novels, dating sims, adventure games, and role-playing video games.[4]

Game mechanics[edit]

A dialogue tree as implemented in the game The Banner Saga: the query from the non-player character appears at the bottom, and three possible player responses at the upper left.

The player typically enters the gameplay mode by choosing to speak with a non-player character (or when a non-player character chooses to speak to them), and then choosing a line of pre-written dialog from a menu. Upon choosing what to say, the non-player character responds to the player, and the player is given another choice of what to say. This cycle continues until the conversation ends. The conversation may end when the player selects a farewell message, the non-player character has nothing more to add and ends the conversation, or when the player makes a bad choice (perhaps angering the non-player to leave the conversation).

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.[3] 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.[3] These conversations can have far-reaching consequences, such as deciding to disclose a valuable secret that has been entrusted to the player.[3] 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 visual novels such as Ace Attorney and dating sims 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 Shin Megami Tensei: Persona, 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 day-night cycle 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.[4] 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.[5]

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.[4]

Value and impact[edit]

This mechanism allows game designers to provide interactive conversations with nonplayer characters without having to tackle the challenges of natural language processing in the field of artificial intelligence.[3] In games such as Monkey Island, these conversations can help demonstrate the personality of certain characters.[3]

See also[edit]

References[edit]

  1. ^
  2. Adventure Game Design Patterns at God Patterns
  • Strange Things in Sierra's Adventure Game Demos Archived 2007-10-24 at the Wayback Machine
  • Dreamfall: The Longest Journey Hands-On - Yahoo! Video Games Archived August 7, 2011, at the Wayback Machine
  • GameDev.net - NPC Conversation Techniques
  • Adventure Gamers : Callahan's Crosstime Saloon
  • ^ The Pages of Now & Forever - All About Star Control
  • ^ a b c d e f g Rollings, Andrew; Ernest Adams (2006). Fundamentals of Game Design. Prentice Hall. Archived from the original on 2017-12-31. Retrieved 2009-02-16.
  • ^ a b c d Brent Ellison (July 8, 2008). "Defining Dialogue Systems". Gamasutra. Retrieved 2011-03-30.
  • ^ Spencer (17 March 2010). "Alpha Protocol Has A Touch Of Sakura Wars". Siliconera. Retrieved 7 March 2012.

  • Retrieved from "https://en.wikipedia.org/w/index.php?title=Dialogue_tree&oldid=1228903872"

    Categories: 
    Adventure games
    Trees (data structures)
    Video game terminology
    Role-playing game terminology
    Hidden categories: 
    Webarchive template wayback links
    Articles with short description
    Short description matches Wikidata
     



    This page was last edited on 13 June 2024, at 21:17 (UTC).

    Text is available under the Creative Commons Attribution-ShareAlike License 4.0; additional terms may apply. By using this site, you agree to the Terms of Use and Privacy Policy. Wikipedia® is a registered trademark of the Wikimedia Foundation, Inc., a non-profit organization.



    Privacy policy

    About Wikipedia

    Disclaimers

    Contact Wikipedia

    Code of Conduct

    Developers

    Statistics

    Cookie statement

    Mobile view



    Wikimedia Foundation
    Powered by MediaWiki