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: Game Design
Comments:
Links to this post:
<< Home
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
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.
Links to this post:
<< Home


