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Dialogue tree
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A dialogue 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]
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]- ^
- IGN: Escape From Monkey Island Review
- 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.
Dialogue tree
View on GrokipediaFundamentals
Definition and Purpose
A dialogue tree is a graphical or logical structure that represents branching conversation paths in interactive media, allowing users to select from multiple options that lead to varied responses, outcomes, or narrative developments.[6] This system models interactions between users and non-player characters (NPCs) or automated agents through a series of predefined choices, typically presented in a menu format.[7] In essence, it transforms static dialogue into a dynamic, choice-driven exchange that simulates conversational flow.[5] The primary purpose of a dialogue tree is to enhance user agency by enabling context-aware and personalized interactions, which foster immersion and emotional investment in the experience.[8] By contrasting with linear scripts—where outcomes are fixed and non-interactive—dialogue trees promote replayability, as different selections can unlock unique story branches, character developments, or gameplay consequences.[6] This structure is particularly vital in genres like role-playing games (RPGs) and adventure games, where it advances narratives and reveals in-game information, as well as in chatbots for guiding user queries through logical progressions.[7][9] Key characteristics of dialogue trees include nodes that denote specific dialogue prompts or player options, connected by edges representing conditional transitions that determine the next segment based on prior selections.[5] These elements create a tree-like hierarchy of possibilities, ensuring conversations remain coherent while accommodating variability.[8] Dialogue trees first emerged from text-based adventures in the 1970s and 1980s, laying the groundwork for non-linear storytelling in digital media.[5]Basic Components
A dialogue tree is fundamentally composed of interconnected elements that form a directed graph structure, enabling non-linear conversations in interactive media. These components include nodes, branches, conditions, flags, and end states, which together allow for player-driven progression while maintaining narrative coherence.[10][11] Nodes serve as the core building blocks, representing discrete segments of dialogue or interaction points within the tree. Each node typically contains content such as a non-player character (NPC) line of spoken text, a player's selectable response option, or an endpoint that triggers external events like quest advancements or story conclusions. For instance, in games employing hierarchical data structures, nodes encapsulate user inputs and NPC responses to facilitate traversal through conversational scenes.[12][13] Visual representations often depict nodes as vertices in a graph, such as pentagons for NPC remarks or hexagons for player choices, ensuring clear delineation of dialogue exchanges.[10] Branches connect these nodes, forming pathways that diverge based on player selections or predefined prerequisites, thereby creating the branching nature of the tree. These pathways are directed arcs in the graph, allowing the conversation to progress from one node to multiple possible successors, such as alternative responses that lead to different narrative outcomes. In practical implementations, branches may reconverge at shared nodes to manage complexity, or they can follow linear flows like "waterfall" models where options do not loop back. Prerequisites for branches often include simple checks, such as verifying a player's inventory for a specific item before revealing an option.[12][10][11] Conditions and flags provide the logic to control access to branches, using straightforward boolean evaluations to determine dialogue availability. Conditions act as rules that evaluate game state elements, such as whether a player has completed a prerequisite task (e.g., if the player possesses item X, then display branch Y). Flags, often implemented as variables, track binary states like quest completion or prior interactions, influencing which nodes or branches become active. These elements are commonly visualized in flowcharts, where decision diamonds represent conditions branching into yes/no paths, offering designers a clear method to map conversational logic without excessive complexity.[13][11][12] End states mark the termination points of dialogue sequences, where branches either converge to a common resolution or culminate in irreversible outcomes that advance the broader narrative. These states ensure closure by exhausting available options or reaching predefined endpoints, such as triggering a quest or concluding an interaction, preventing indefinite loops while preserving player agency in the lead-up. In graph terms, end states are often denoted explicitly, like "[END DIALOGUE]" markers, facilitating smooth transitions back to gameplay.[10][12][13]Historical Development
Origins in Early Interactive Fiction
The emergence of dialogue trees can be traced to pre-digital interactive storytelling, where branching narratives influenced player choices in simulated conversations and decisions. Choose-your-own-adventure gamebooks, exemplified by the series launched in 1979 by Bantam Books, allowed readers to select from numbered options that altered story paths, effectively mimicking dialogue branches without computational mediation.[14] Similarly, the Fighting Fantasy gamebooks, introduced in 1982 by Steve Jackson and Ian Livingstone, integrated probabilistic elements like dice rolls with choice-driven sections, fostering interactive exchanges between the protagonist and implied narrative agents.[15] Tabletop role-playing games provided another foundational influence; Dungeons & Dragons (1974), created by Gary Gygax and Dave Arneson, featured freeform conversation mechanics where players role-played interactions with non-player characters (NPCs), with branching outcomes adjudicated by the referee based on charisma scores and narrative context.[16] Early digital implementations appeared in text adventures on mainframe computers, evolving command-response parsing into rudimentary dialogue structures. Colossal Cave Adventure (1976), developed by Will Crowther for the PDP-10, introduced proto-dialogue through typed commands that elicited conditional environmental or NPC reactions, such as evading dwarves or negotiating with a pirate, though interactions remained implicit and non-verbal.[17] Zork (1977), crafted by MIT's Dynamic Modeling Group including Marc Blank and Dave Lebling, refined this with an advanced natural-language parser that supported context-aware responses, enabling limited branching engagements like outmaneuvering the "thief" character via strategic inputs.[18] The 1980s marked key advancements through commercial ventures that formalized conditional dialogue. Infocom, established in 1979, pioneered parser-driven games with explicit branching conversations; for instance, Deadline (1982) allowed players to interrogate suspects, where responses varied based on timing, evidence, and player accusations, simulating investigative trees.[18] Adventure International, led by Scott Adams, broadened access on home computers with titles incorporating choice-based elements; Robert Lafore's contributions, such as His Majesty's Ship Impetuous (1980), employed menu-driven selections for dialogue options, expanding narrative agency beyond free-text parsing while adhering to 8-bit constraints.[19] These pioneering works were heavily constrained by hardware realities, resulting in streamlined tree architectures. Text-only interfaces limited expression to parsed commands and descriptive output, precluding multimedia, while memory restrictions—typically 16-64 KB on early microcomputers—demanded sparse branching to avoid overflow, prioritizing puzzle resolution over verbose exchanges.[17]Evolution in Video Games
The introduction of graphical interfaces in the 1990s marked a significant advancement for dialogue trees, transitioning them from text-based systems to visually driven interactions in adventure games and RPGs. LucasArts' The Secret of Monkey Island (1990) pioneered scripted branching dialogues in point-and-click adventures, where players selected from topic-based options to uncover clues or humor, often structured as insubstantial "talk trees" that looped until relevant information was exhausted.[20] This approach emphasized puzzle-solving through conversation, with later entries in the series like Monkey Island 2: LeChuck's Revenge (1991) refining the system for more fluid, context-aware branches.[20] Similarly, Square's Final Fantasy VII (1997) integrated menu-driven choices into its RPG framework, allowing players to select responses that influenced character affinity and events like the Gold Saucer date sequence, though branches remained linear and limited compared to later titles.[21] In the 2000s, dialogue trees grew in complexity, particularly through BioWare's innovations in Western RPGs, which emphasized moral consequences and persistent world states. Star Wars: Knights of the Old Republic (2003) featured a menu-based system where player selections affected light/dark side alignment, unlocking unique branches, companion influences, and plot variations, setting a standard for voiced, reactive conversations that integrated with gameplay mechanics.[22] This influence extended to BioWare's patented dialogue wheel, introduced in Mass Effect (2007), which enabled paragon/renegade distinctions and fostered deeper narrative immersion.[23][24] The 2010s and 2020s brought innovations in procedural elements and AI integration, expanding dialogue trees beyond static scripts. CD Projekt Red's The Witcher 3: Wild Hunt (2015) employed a procedural animation system to generate over 35 hours of cinematic dialogues, blending hand-authored branches with algorithmic posing for dynamic NPC interactions that responded to player quests and world events.[25][26] Quantic Dream's Detroit: Become Human (2018) advanced branching narratives with AI-driven context awareness, where player choices created numerous possible story outcomes, emphasizing quick-time ethical choices in android-human dialogues.[27] By the 2020s, VR titles like The Walking Dead: Saints & Sinners (2020) integrated gesture-based dialogue trees, allowing immersive, head-tracked selections that enhanced spatial interaction with NPCs in survival scenarios.[28] Culturally, dialogue trees evolved from a Western RPG staple to global adoption, with Japanese visual novels subverting traditional structures for meta-narrative effects. Titles like Doki Doki Literature Club! (2017) mimicked choice-driven romance branches only to dismantle them through fourth-wall breaks and file manipulations, critiquing genre conventions and influencing indie developers worldwide.[29] This shift highlighted dialogue trees' versatility in blending cultural storytelling traditions with interactive technology.[23]Mechanics and Structure
Branching and Decision Trees
Dialogue trees are structured as hierarchical graphs where nodes represent conversational elements, beginning with a root node that presents the initial prompt to the player and extending to leaf nodes that conclude the interaction.[30] This topology allows for varying degrees of complexity, determined by the tree's depth—the number of sequential decision layers—and width—the multiplicity of options at each branch point. For instance, binary branching limits choices to two paths, such as accept or decline, while multi-option branches can offer three or more alternatives, exponentially increasing narrative possibilities as depth grows.[31] In practice, deeper trees with wider branches, as seen in role-playing games, enable richer non-linear storytelling but demand careful balancing to manage development scope.[32] At decision points, player selections serve as triggers for immediate path divergences, altering the conversation's trajectory based on contextual factors like character relationships or ethical alignments. These points often incorporate mechanics such as affection meters, which track NPC rapport and unlock tailored responses; for example, high affection in games like Mass Effect might reveal supportive dialogue options that strengthen alliances.[32] Similarly, moral choices present dilemmas that branch into consequences reflecting virtues or vices, such as sparing or executing a character in Dragon Age: Origins, thereby influencing immediate outcomes like faction reactions.[32] Such divergences ensure player agency, with selections evaluated against predefined conditions to select the appropriate subtree.[33] To maintain narrative coherence amid branching, dialogue trees employ convergence mechanisms where disparate paths merge at shared nodes, such as common endings or revelations, preventing exhaustive content creation.[31] For example, multiple player choices might lead to a unified plot resolution, as in argumentative exchanges that reconverge on a key disclosure regardless of the side taken.[33] Loops, meanwhile, facilitate cyclical interactions, like persuasion mini-games where repeated attempts allow revisiting options until success or failure, often structured recursively to handle retries without infinite expansion.[30] These elements—merging and cycling—optimize the tree's efficiency, allowing bounded complexity while supporting replayability.[6] Visual representations of dialogue trees commonly utilize flowcharts or directed graphs to map topology, with nodes as boxes or circles denoting prompts and edges as arrows indicating branches.[6] These diagrams aid designers in tracing paths, identifying convergences, and spotting imbalances in depth or width. For implementation, pseudocode often employs conditional logic to handle decisions; a simple branch based on reputation might appear as:if (player_reputation > 50) {
show_friendly_option();
} else {
show_hostile_option();
}
if (player_reputation > 50) {
show_friendly_option();
} else {
show_hostile_option();
}
State Management and Variables
In dialogue trees, state management relies on variables to track player choices, NPC responses, and environmental changes, ensuring interactions remain coherent across sessions. Variables are typically categorized as local or global: local variables, such as per-conversation flags, handle transient states within a single interaction (e.g., a temporary boolean indicating if a player has asked about a specific topic), while global variables persist across the entire game, capturing broader progress like quest completion status or cumulative reputation scores. Numerical variables, such as reputation scores that increment based on dialogue outcomes, allow for quantitative tracking of relationships, whereas categorical variables represent discrete states, like faction alliances defined as enums (e.g., "ally," "neutral," or "enemy"). These distinctions enable precise control over narrative flow without overwhelming the system's complexity.[34][35][36] State persistence is achieved through mechanisms that save dialogue progress, often integrating with game engines for seamless synchronization. For instance, dialogue states can be serialized into save files or databases, storing variable values to resume interactions later; in Unity, this involves exporting variables to JSON or using asset systems like Scriptable Objects for runtime persistence, while [Unreal Engine](/page/Unreal Engine) employs blueprints to link dialogue data to save game objects. Global variables, such as those tracking quest states, are synchronized across scenes or multiplayer sessions via engine APIs, preventing inconsistencies in branching paths. This approach ensures that prior choices influence future dialogues, maintaining narrative continuity even after loading a saved game.[37][35][34] Condition evaluation in dialogue trees involves checking variables against predefined criteria to select appropriate branches, with priority systems resolving potential conflicts when multiple conditions apply. For example, if several flags are true, short-circuit evaluation prioritizes the one with the highest narrative weight, such as displaying a quest-related response over a generic greeting; this can be implemented via filter scripts that process conditions sequentially until a match is found. A common operation updates numerical states, as in pseudocode wherereputation_delta = choice_value followed by total_reputation += delta, allowing reputation to accumulate and unlock new options over time. Such evaluations rely on type-safe checks to avoid errors, ensuring reliable path selection.[36][38][37]
Scalability challenges arise from the exponential growth in possible states, where each choice can double the branches (e.g., for binary decisions), leading to unmanageable complexity in large narratives. This is mitigated by modular tree designs, such as hub-and-spoke structures that centralize core loops with reusable sub-modules for side branches, reducing redundancy and easing maintenance. Tools like node-based editors further aid scalability by visualizing variable dependencies, allowing developers to prune low-impact paths without disrupting the overall system.[39][37][38]