Tales of the Rampant Coyote
Adventures in Indie Gaming!


(  RSS Feed! | Games! | Forums! )

Wednesday, July 09, 2008
 
Gamasutra on Dialog Systems
When you ain't killin' em, you are talkin' to 'em.

Gamasutra has a fairly in-depth article on the design of dialog systems in games. pros and cons of various approaches, and historical notes on where they have been used and progressed.

As this is pretty near and dear to the hearts of most RPG and Adventure gamers, I thought I should pass this along:

Defining Dialog Systems

Labels:



Did you enjoy this post? Feel free to share it: del.icio.us | Digg it | Furl | reddit | Yahoo MyWeb

Comments:
Thanks for the link! Bookmarked under reference for my next project.
 
Based on the article, it looks like there are two possibly related obstacles to realistic dialogues.

First, dialogue is content heavy, and so good dialogue require a significant time investment. Second, good dialogue needs to be open (ie, responsive to a wide range of inputs), but simulated dialogue is still far too easy to trip up.

It seems to me that there is a parallel with 3D worlds here. Unfortunately, the way these problems have been solved isn't really satisfactory. The content problem has been solved by hiring lots of people to create content, and the open problem has been solved with conveniently placed hills, walls, and locked doors.
 
Post a Comment

Links to this post:

Create a Link



<< Home

Powered by Blogger