Conversation tree

Conversation tree

A conversation tree is a gameplay mechanic that is used throughout many adventure games [ [http://pc.ign.com/articles/164/164528p1.html IGN: Escape From Monkey Island Review ] ] [ [http://www.godpatterns.com/adventure-games/adventure-game-design-patterns/ Adventure Game Design Patterns at God Patterns ] ] [ [http://home.comcast.net/~ervind/sierrademos.html Strange Things in Sierra's Adventure Game Demos ] ] [ [http://videogames.yahoo.com/printview_feature?eid=1068735 Dreamfall: The Longest Journey Hands-On - Printable View - Yahoo! Video Games ] ] [ [http://www.gamedev.net/reference/articles/article247.asp GameDev.net - NPC Conversation Techniques ] ] [ [http://www.adventuregamers.com/article/id,508/ Adventure Gamers : Callahan's Crosstime Saloon ] ] (including action-adventure games [ [http://starcontrol.classicgaming.gamespy.com/history/fford.shtml The Pages of Now & Forever - All About Star Control ] ] and, occasionally, role-playing games). When the player encounters a non-player character, a conversation begins. The player is allowed to select a choice of what to say. The NPC gives a scripted response to the player, and the game offers the player several new ways to respond. The whole conversation is actually a tree structure, with players deciding which branches to explore. Players who are aware of the underlying interaction structure may refer to a conversation as "navigating the conversation tree".

References

See also

* Digital conversation
* Adventure game
* Action-adventure game
* Sierra Entertainment


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