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	Comments on: The Cost Of Simplifying Conversations In Videogames	</title>
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		<title>
		By: Josh Grams		</title>
		<link>https://www.pentadact.com/2015-02-14-the-cost-of-simplifying-conversations-in-videogames/#comment-599908</link>

		<dc:creator><![CDATA[Josh Grams]]></dc:creator>
		<pubDate>Mon, 15 Jun 2015 18:38:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=7839#comment-599908</guid>

					<description><![CDATA[I know I&#039;m months late to the party, but it seems to me that we should be using choices to broaden/narrow/flavor the possibility space, rather than branching the entire story.  Choices could affect individual aspects of a story, rather than the story as a whole.  Nicky Case suggests this (http://blog.ncase.me/if-games-were-like-game-stories/) and much of Emily Short&#039;s work seems to be along these lines...I dunno, maybe it&#039;s more work than it&#039;s worth, but it seems like there are situations where you could do it fairly cheaply...]]></description>
			<content:encoded><![CDATA[<p>I know I&#8217;m months late to the party, but it seems to me that we should be using choices to broaden/narrow/flavor the possibility space, rather than branching the entire story.  Choices could affect individual aspects of a story, rather than the story as a whole.  Nicky Case suggests this (<a href="http://blog.ncase.me/if-games-were-like-game-stories/" rel="nofollow ugc">http://blog.ncase.me/if-games-were-like-game-stories/</a>) and much of Emily Short&#8217;s work seems to be along these lines&#8230;I dunno, maybe it&#8217;s more work than it&#8217;s worth, but it seems like there are situations where you could do it fairly cheaply&#8230;</p>
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		<title>
		By: Joseph		</title>
		<link>https://www.pentadact.com/2015-02-14-the-cost-of-simplifying-conversations-in-videogames/#comment-594504</link>

		<dc:creator><![CDATA[Joseph]]></dc:creator>
		<pubDate>Thu, 09 Apr 2015 16:59:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=7839#comment-594504</guid>

					<description><![CDATA[Ok, perhaps someone here might be able to point me in the right direction, and it totally relevant to this post - There was a blog post recently that had some stuff about the possiblity of Turing-Test passing (or nearly) NPCs allowing for functionally human conversation, and I read it, and I forgot to bookmark it, and I cannot find it for the life of me because I think I found it from twitter and we all know that twitter is basically shit for archiving anything. Has anyone seen this?]]></description>
			<content:encoded><![CDATA[<p>Ok, perhaps someone here might be able to point me in the right direction, and it totally relevant to this post &#8211; There was a blog post recently that had some stuff about the possiblity of Turing-Test passing (or nearly) NPCs allowing for functionally human conversation, and I read it, and I forgot to bookmark it, and I cannot find it for the life of me because I think I found it from twitter and we all know that twitter is basically shit for archiving anything. Has anyone seen this?</p>
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		<title>
		By: Chris R		</title>
		<link>https://www.pentadact.com/2015-02-14-the-cost-of-simplifying-conversations-in-videogames/#comment-594122</link>

		<dc:creator><![CDATA[Chris R]]></dc:creator>
		<pubDate>Sun, 05 Apr 2015 12:49:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=7839#comment-594122</guid>

					<description><![CDATA[Fantastic read from you all and not just Tom. Thanks guys!]]></description>
			<content:encoded><![CDATA[<p>Fantastic read from you all and not just Tom. Thanks guys!</p>
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		<title>
		By: No, seriously.		</title>
		<link>https://www.pentadact.com/2015-02-14-the-cost-of-simplifying-conversations-in-videogames/#comment-591659</link>

		<dc:creator><![CDATA[No, seriously.]]></dc:creator>
		<pubDate>Wed, 11 Mar 2015 21:05:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=7839#comment-591659</guid>

					<description><![CDATA[I love you Tom Francis. And I don&#039;t regret this one bit.]]></description>
			<content:encoded><![CDATA[<p>I love you Tom Francis. And I don&#8217;t regret this one bit.</p>
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		<title>
		By: Brad V		</title>
		<link>https://www.pentadact.com/2015-02-14-the-cost-of-simplifying-conversations-in-videogames/#comment-589535</link>

		<dc:creator><![CDATA[Brad V]]></dc:creator>
		<pubDate>Mon, 23 Feb 2015 01:00:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=7839#comment-589535</guid>

					<description><![CDATA[Hmm.  Yeah, it does feel like the first step towards a better interaction system is to move away from &quot;What do you want to say?&quot; to &quot;What do you want to do in the conversation?&quot;

I&#039;ve been through the process of sitting down, writing out the dialog tree choices and diagramming out the options from both sides.  On the writing side, you pretty much end up having to write silly lines that overstate the intent behind that choice; and on the player side you end up with the task of reading each dialog choice and deciphering what it&#039;s supposed to accomplish.

So if your choices were things like:
- Schmooze
- Intimidate
and other actions to manipulate the social variables, then actions to use the social variables like
- Dig for information about a specific topic (which brings up a list of things to ask about)
and, for when you really don&#039;t care specifically what happens next
- Just make conversation or small talk

You&#039;d probably get a more fun system out of it, and not have the hassles of building a dialog tree.]]></description>
			<content:encoded><![CDATA[<p>Hmm.  Yeah, it does feel like the first step towards a better interaction system is to move away from &#8220;What do you want to say?&#8221; to &#8220;What do you want to do in the conversation?&#8221;</p>
<p>I&#8217;ve been through the process of sitting down, writing out the dialog tree choices and diagramming out the options from both sides.  On the writing side, you pretty much end up having to write silly lines that overstate the intent behind that choice; and on the player side you end up with the task of reading each dialog choice and deciphering what it&#8217;s supposed to accomplish.</p>
<p>So if your choices were things like:<br />
&#8211; Schmooze<br />
&#8211; Intimidate<br />
and other actions to manipulate the social variables, then actions to use the social variables like<br />
&#8211; Dig for information about a specific topic (which brings up a list of things to ask about)<br />
and, for when you really don&#8217;t care specifically what happens next<br />
&#8211; Just make conversation or small talk</p>
<p>You&#8217;d probably get a more fun system out of it, and not have the hassles of building a dialog tree.</p>
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		<title>
		By: Abraham		</title>
		<link>https://www.pentadact.com/2015-02-14-the-cost-of-simplifying-conversations-in-videogames/#comment-589268</link>

		<dc:creator><![CDATA[Abraham]]></dc:creator>
		<pubDate>Fri, 20 Feb 2015 19:51:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=7839#comment-589268</guid>

					<description><![CDATA[Are dialogue trees really the best way to simulate a conversation in a game? They&#039;re the best we&#039;ve been able to approximate communication, but they&#039;re basically a non-game mechanic. At best, they let you make and justify a decision, but conversations are never just a series of decisions. Usually, dialogue trees are used to break up the monotony of reading a block of text, but we already know that huge text blocks are a bad way to provide information to the player. This is why things like audio diaries are a much preferred technique to accomplish the same goal.

I think the real problem with designing an engaging &quot;game-conversation&quot; is that the conversation is hard to turn into a game. And that&#039;s because almost all video games are built around the concept of spatial reasoning. What we usually consider &quot;action games&quot; are really just spatial games. Errant Signal has a good video on this subject: https://www.youtube.com/watch?v=wSBn77_h_6Q Shooters, fighters, racing, sports, platformers. These are all games whose challenge comes from mastering spatial reasoning. Almost all games outside of this category are made up of rpgs and puzzle games.

And what&#039;s been tried so far is to turn conversations into puzzle games (think Oblivion&#039;s Persuasion Wheel), usually with poor results. I think to tackle the obstacle of &quot;social interaction in games&quot; we should do what computer games have always done: look back to more primitive games that handle the concept well. There are a lot of popular party games that don&#039;t involve violence or spatial reasoning in the least. A game like &quot;Apples to Apples&quot; might make an excellent foundation for computerizing social interaction.]]></description>
			<content:encoded><![CDATA[<p>Are dialogue trees really the best way to simulate a conversation in a game? They&#8217;re the best we&#8217;ve been able to approximate communication, but they&#8217;re basically a non-game mechanic. At best, they let you make and justify a decision, but conversations are never just a series of decisions. Usually, dialogue trees are used to break up the monotony of reading a block of text, but we already know that huge text blocks are a bad way to provide information to the player. This is why things like audio diaries are a much preferred technique to accomplish the same goal.</p>
<p>I think the real problem with designing an engaging &#8220;game-conversation&#8221; is that the conversation is hard to turn into a game. And that&#8217;s because almost all video games are built around the concept of spatial reasoning. What we usually consider &#8220;action games&#8221; are really just spatial games. Errant Signal has a good video on this subject: <a href="https://www.youtube.com/watch?v=wSBn77_h_6Q" rel="nofollow ugc">https://www.youtube.com/watch?v=wSBn77_h_6Q</a> Shooters, fighters, racing, sports, platformers. These are all games whose challenge comes from mastering spatial reasoning. Almost all games outside of this category are made up of rpgs and puzzle games.</p>
<p>And what&#8217;s been tried so far is to turn conversations into puzzle games (think Oblivion&#8217;s Persuasion Wheel), usually with poor results. I think to tackle the obstacle of &#8220;social interaction in games&#8221; we should do what computer games have always done: look back to more primitive games that handle the concept well. There are a lot of popular party games that don&#8217;t involve violence or spatial reasoning in the least. A game like &#8220;Apples to Apples&#8221; might make an excellent foundation for computerizing social interaction.</p>
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		<title>
		By: blubb		</title>
		<link>https://www.pentadact.com/2015-02-14-the-cost-of-simplifying-conversations-in-videogames/#comment-589237</link>

		<dc:creator><![CDATA[blubb]]></dc:creator>
		<pubDate>Fri, 20 Feb 2015 12:18:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=7839#comment-589237</guid>

					<description><![CDATA[Your thoughts definitely seem to be relevant but in my opinion only to a very limited choice of games. As one of the comments already mentioned quality of the story is much more important than player choice. One of my all-time favorites is the Metal Gear Solid brand which is actually very linear. But it feels like playing a film. A film in which the characters have depth, the story is at least of average quality and the presentation as well as the dialogues are interesting, presented and written very well. The gameplay is also quite simple and straight-forward ensuring high quality. Story still needs content and for the amount of content to seem natural you need a lot of people to provide ideas. In my opinion for small studios the idea for gameplay is much more important.]]></description>
			<content:encoded><![CDATA[<p>Your thoughts definitely seem to be relevant but in my opinion only to a very limited choice of games. As one of the comments already mentioned quality of the story is much more important than player choice. One of my all-time favorites is the Metal Gear Solid brand which is actually very linear. But it feels like playing a film. A film in which the characters have depth, the story is at least of average quality and the presentation as well as the dialogues are interesting, presented and written very well. The gameplay is also quite simple and straight-forward ensuring high quality. Story still needs content and for the amount of content to seem natural you need a lot of people to provide ideas. In my opinion for small studios the idea for gameplay is much more important.</p>
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		<title>
		By: Tim W		</title>
		<link>https://www.pentadact.com/2015-02-14-the-cost-of-simplifying-conversations-in-videogames/#comment-589074</link>

		<dc:creator><![CDATA[Tim W]]></dc:creator>
		<pubDate>Thu, 19 Feb 2015 09:03:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=7839#comment-589074</guid>

					<description><![CDATA[Thanks Jason, I&#039;ll check that out!]]></description>
			<content:encoded><![CDATA[<p>Thanks Jason, I&#8217;ll check that out!</p>
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		<title>
		By: Jason L		</title>
		<link>https://www.pentadact.com/2015-02-14-the-cost-of-simplifying-conversations-in-videogames/#comment-588805</link>

		<dc:creator><![CDATA[Jason L]]></dc:creator>
		<pubDate>Tue, 17 Feb 2015 06:53:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=7839#comment-588805</guid>

					<description><![CDATA[Brain dropped the dependent clause somehow. &#039;Last week&#039;s&#039; C&#038;C is #79.]]></description>
			<content:encoded><![CDATA[<p>Brain dropped the dependent clause somehow. &#8216;Last week&#8217;s&#8217; C&amp;C is #79.</p>
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		<title>
		By: Jason L		</title>
		<link>https://www.pentadact.com/2015-02-14-the-cost-of-simplifying-conversations-in-videogames/#comment-588804</link>

		<dc:creator><![CDATA[Jason L]]></dc:creator>
		<pubDate>Tue, 17 Feb 2015 06:51:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=7839#comment-588804</guid>

					<description><![CDATA[Oh yeah. I don&#039;t know which came first but see last week&#039;s Crate and Crowbar for Chris Thursten&#039;s remarks on Sunless Sea and Tom&#039;s contrasting it with FTL.]]></description>
			<content:encoded><![CDATA[<p>Oh yeah. I don&#8217;t know which came first but see last week&#8217;s Crate and Crowbar for Chris Thursten&#8217;s remarks on Sunless Sea and Tom&#8217;s contrasting it with FTL.</p>
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		<title>
		By: Tim W		</title>
		<link>https://www.pentadact.com/2015-02-14-the-cost-of-simplifying-conversations-in-videogames/#comment-588726</link>

		<dc:creator><![CDATA[Tim W]]></dc:creator>
		<pubDate>Mon, 16 Feb 2015 19:06:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=7839#comment-588726</guid>

					<description><![CDATA[Interesting discussion! I recently started playing Fallen London and was intrigued to see how that handled what seems to be (to a beginner at least) an almost infinite well of choices and things to do. This is similar to what Awpteamoose described: instead of choosing what dialogue to say like in Mass Effect, you are instead choosing from a wide range of things to do, each one quirkily described by an anonymous narrator. They also recount whether you succeeded or failed, which then affects your stats, which in turn determines what you can and can&#039;t do in future. It&#039;s a level of abstraction away from specific dialogues that seems to be an efficient way to manage choice. And like Awpteamoose said about The Sims, when repetitions do occur they are less noticeable than repeated dialogue - in this case too, the narration is so fun and engaging that I rarely mind a repeat.

Allowing player-submitted ideas for dialogue options is an interesting concept. I noticed in one or more of the Mass Effects that you could turn on some kind of live monitoring that I assume told BioWare (anonymously, hopefully) how I was playing the game. So I could imagine that going one step further as Tom says, albeit on PC versions only - unless I can record using my Xbox headset what I would like to say instead ;)]]></description>
			<content:encoded><![CDATA[<p>Interesting discussion! I recently started playing Fallen London and was intrigued to see how that handled what seems to be (to a beginner at least) an almost infinite well of choices and things to do. This is similar to what Awpteamoose described: instead of choosing what dialogue to say like in Mass Effect, you are instead choosing from a wide range of things to do, each one quirkily described by an anonymous narrator. They also recount whether you succeeded or failed, which then affects your stats, which in turn determines what you can and can&#8217;t do in future. It&#8217;s a level of abstraction away from specific dialogues that seems to be an efficient way to manage choice. And like Awpteamoose said about The Sims, when repetitions do occur they are less noticeable than repeated dialogue &#8211; in this case too, the narration is so fun and engaging that I rarely mind a repeat.</p>
<p>Allowing player-submitted ideas for dialogue options is an interesting concept. I noticed in one or more of the Mass Effects that you could turn on some kind of live monitoring that I assume told BioWare (anonymously, hopefully) how I was playing the game. So I could imagine that going one step further as Tom says, albeit on PC versions only &#8211; unless I can record using my Xbox headset what I would like to say instead ;)</p>
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		<title>
		By: Awpteamoose		</title>
		<link>https://www.pentadact.com/2015-02-14-the-cost-of-simplifying-conversations-in-videogames/#comment-588593</link>

		<dc:creator><![CDATA[Awpteamoose]]></dc:creator>
		<pubDate>Sun, 15 Feb 2015 23:14:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=7839#comment-588593</guid>

					<description><![CDATA[Something I&#039;ve not seen in too many games is just dropping the written speech in dialogues altogether. IRL whenever we engage in dialogue is either to get the desired outcome (a favour, information, waste some time, etc). This outcome can usually be summarised in a short description, even if the interaction was very long. Sims games do this reasonably well as we do not hear the actual words spoken (well, we sort of do), but the pictures provide the descriptive information that can be used to understand what is going on. Since we understand that the same picture appearing in different dialogues does not mean that the same thing has been said, it doesn&#039;t feel like reused dialogue lines and feels like emergent storytelling.

My point is that a game can be done with more player freedom in dialogues and various other social interactions if we just substitute descriptions in place of speech.]]></description>
			<content:encoded><![CDATA[<p>Something I&#8217;ve not seen in too many games is just dropping the written speech in dialogues altogether. IRL whenever we engage in dialogue is either to get the desired outcome (a favour, information, waste some time, etc). This outcome can usually be summarised in a short description, even if the interaction was very long. Sims games do this reasonably well as we do not hear the actual words spoken (well, we sort of do), but the pictures provide the descriptive information that can be used to understand what is going on. Since we understand that the same picture appearing in different dialogues does not mean that the same thing has been said, it doesn&#8217;t feel like reused dialogue lines and feels like emergent storytelling.</p>
<p>My point is that a game can be done with more player freedom in dialogues and various other social interactions if we just substitute descriptions in place of speech.</p>
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		<title>
		By: MJG		</title>
		<link>https://www.pentadact.com/2015-02-14-the-cost-of-simplifying-conversations-in-videogames/#comment-588487</link>

		<dc:creator><![CDATA[MJG]]></dc:creator>
		<pubDate>Sun, 15 Feb 2015 03:48:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=7839#comment-588487</guid>

					<description><![CDATA[&quot;So wouldn’t it be cool if, at the bottom of every dialogue tree in a game, you had a box called something like &#039;What I wish I could say here:&#039; As a player, any time you’re not happy with your options, you write something in there and it’s sent to the developer.&quot;

I&#039;m reminded strongly of http://xkcd.com/1350/]]></description>
			<content:encoded><![CDATA[<p>&#8220;So wouldn’t it be cool if, at the bottom of every dialogue tree in a game, you had a box called something like &#8216;What I wish I could say here:&#8217; As a player, any time you’re not happy with your options, you write something in there and it’s sent to the developer.&#8221;</p>
<p>I&#8217;m reminded strongly of <a href="http://xkcd.com/1350/" rel="nofollow ugc">http://xkcd.com/1350/</a></p>
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		<title>
		By: Jason L		</title>
		<link>https://www.pentadact.com/2015-02-14-the-cost-of-simplifying-conversations-in-videogames/#comment-588477</link>

		<dc:creator><![CDATA[Jason L]]></dc:creator>
		<pubDate>Sun, 15 Feb 2015 01:37:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=7839#comment-588477</guid>

					<description><![CDATA[Ref, as ever, Leisure Suit Larry&#039;s development. As a text-parser game they could just log everything testers wanted to do and rewrite their responses to account for most of it.]]></description>
			<content:encoded><![CDATA[<p>Ref, as ever, Leisure Suit Larry&#8217;s development. As a text-parser game they could just log everything testers wanted to do and rewrite their responses to account for most of it.</p>
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		<title>
		By: Oracizan		</title>
		<link>https://www.pentadact.com/2015-02-14-the-cost-of-simplifying-conversations-in-videogames/#comment-588468</link>

		<dc:creator><![CDATA[Oracizan]]></dc:creator>
		<pubDate>Sun, 15 Feb 2015 00:21:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=7839#comment-588468</guid>

					<description><![CDATA[The Walking Dead is one of the biggest culprits in the &quot;I&#039;m going to give you choices lol j/k&quot; arena, with many of their branching paths eventually or immediately converging.

However, I feel like they do something brilliant to make those paths feel different. After offering a binary choice like &quot;save X&quot; or &quot;let X die&quot;, they then allow the player to clarify via dialogue with NPCs &lt;i&gt;why&lt;/i&gt; they did what they did. This works especially well with TWD games, because a large theme in those is deciding who you are going to be in the face of the zombie apocalypse. Thus, &quot;I did X because Reason 1&quot; feels like a completely different option from &quot;I did X because Reason 2&quot;, and these reasons are an inexpensive way to make a small tree feel like an expansive oak.

This is almost the inverse of the strategy of explaining the lack of player choice by defining who the character is (not that TWD doesn&#039;t employ that as well). This strategy offers the same limited game-affecting choices, but allows the player the choice of deciding Why in addition to What.]]></description>
			<content:encoded><![CDATA[<p>The Walking Dead is one of the biggest culprits in the &#8220;I&#8217;m going to give you choices lol j/k&#8221; arena, with many of their branching paths eventually or immediately converging.</p>
<p>However, I feel like they do something brilliant to make those paths feel different. After offering a binary choice like &#8220;save X&#8221; or &#8220;let X die&#8221;, they then allow the player to clarify via dialogue with NPCs <i>why</i> they did what they did. This works especially well with TWD games, because a large theme in those is deciding who you are going to be in the face of the zombie apocalypse. Thus, &#8220;I did X because Reason 1&#8221; feels like a completely different option from &#8220;I did X because Reason 2&#8221;, and these reasons are an inexpensive way to make a small tree feel like an expansive oak.</p>
<p>This is almost the inverse of the strategy of explaining the lack of player choice by defining who the character is (not that TWD doesn&#8217;t employ that as well). This strategy offers the same limited game-affecting choices, but allows the player the choice of deciding Why in addition to What.</p>
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		<title>
		By: @mtrc		</title>
		<link>https://www.pentadact.com/2015-02-14-the-cost-of-simplifying-conversations-in-videogames/#comment-588460</link>

		<dc:creator><![CDATA[@mtrc]]></dc:creator>
		<pubDate>Sat, 14 Feb 2015 23:29:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=7839#comment-588460</guid>

					<description><![CDATA[Interesting! Years ago my first videogame was almost based on the insane idea you mention that you just infinite branch. I knew this amazing writer who wrote the funniest dialogue, and the idea was that we would genuinely just keep branching as deep as we could. Ultimately it got too hard to plan, here&#039;s a screenshot from the planning doc (I hope Jon doesn&#039;t mind):

http://imgur.com/xQRPYAT

Nowadays there&#039;s some cool research on text adventures that do interesting things with branching. A lot of them are coming out of Mark Riedl&#039;s lab (@mark_riedl on Twitter). One student is working on a project that crowdsources new branches by asking people playing another game (or on Amazon&#039;s Mechanical Turk) to tell stories similar to the game&#039;s scenario. The system then tries to understand what they&#039;re saying and put them in as new branches of the story.

Branches feel so chunky and easy to play with that you do wonder why people don&#039;t do more with them. One thing that might be tricky in your example is: how do you know what was influencing someone&#039;s desire to say this right now? Is it because they have a particular personality, or because they made a certain choice? It&#039;s a cool set of problems to solve.]]></description>
			<content:encoded><![CDATA[<p>Interesting! Years ago my first videogame was almost based on the insane idea you mention that you just infinite branch. I knew this amazing writer who wrote the funniest dialogue, and the idea was that we would genuinely just keep branching as deep as we could. Ultimately it got too hard to plan, here&#8217;s a screenshot from the planning doc (I hope Jon doesn&#8217;t mind):</p>
<p><a href="http://imgur.com/xQRPYAT" rel="nofollow ugc">http://imgur.com/xQRPYAT</a></p>
<p>Nowadays there&#8217;s some cool research on text adventures that do interesting things with branching. A lot of them are coming out of Mark Riedl&#8217;s lab (@mark_riedl on Twitter). One student is working on a project that crowdsources new branches by asking people playing another game (or on Amazon&#8217;s Mechanical Turk) to tell stories similar to the game&#8217;s scenario. The system then tries to understand what they&#8217;re saying and put them in as new branches of the story.</p>
<p>Branches feel so chunky and easy to play with that you do wonder why people don&#8217;t do more with them. One thing that might be tricky in your example is: how do you know what was influencing someone&#8217;s desire to say this right now? Is it because they have a particular personality, or because they made a certain choice? It&#8217;s a cool set of problems to solve.</p>
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		<title>
		By: I Usually Use Random Generated Names		</title>
		<link>https://www.pentadact.com/2015-02-14-the-cost-of-simplifying-conversations-in-videogames/#comment-588423</link>

		<dc:creator><![CDATA[I Usually Use Random Generated Names]]></dc:creator>
		<pubDate>Sat, 14 Feb 2015 19:55:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=7839#comment-588423</guid>

					<description><![CDATA[I feel like there doesn&#039;t need to be as many branching choices or a cynical dialogue if the game itself is entertaining. It just seems like something you would add only if there isn&#039;t enough content to keep the player interested and entertained. When I see excessive dialogue like that I feel like it&#039;s an attempt to shoehorn in more dialogue where it&#039;s not needed and it takes me out of the game.

Stories are prescripted are they not? I understand the concept of using interaction in the game to immerse the player but we have to realize that it&#039;s a story and not a conversation simulator. Going out of your way to give the player so many options can detract from what you want the plot to be. Planning what emotions the player feels and in what order is necessary to have something sensical. Giving the player what they want is not necessarily good for the story. If the player is meant to feel restricted or uncomfortable maybe that is intentional.

Just thinking out loud, no guarantee my thoughts are logical.]]></description>
			<content:encoded><![CDATA[<p>I feel like there doesn&#8217;t need to be as many branching choices or a cynical dialogue if the game itself is entertaining. It just seems like something you would add only if there isn&#8217;t enough content to keep the player interested and entertained. When I see excessive dialogue like that I feel like it&#8217;s an attempt to shoehorn in more dialogue where it&#8217;s not needed and it takes me out of the game.</p>
<p>Stories are prescripted are they not? I understand the concept of using interaction in the game to immerse the player but we have to realize that it&#8217;s a story and not a conversation simulator. Going out of your way to give the player so many options can detract from what you want the plot to be. Planning what emotions the player feels and in what order is necessary to have something sensical. Giving the player what they want is not necessarily good for the story. If the player is meant to feel restricted or uncomfortable maybe that is intentional.</p>
<p>Just thinking out loud, no guarantee my thoughts are logical.</p>
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