{"schemaVersion":1,"record":{"key":"mechanic/dialogue--family-memory","type":"mechanic","id":"dialogue--family-memory","lang":"en","title":"Memory and history of communication","summary":"The system retains earlier statements and uses conversation history for later reactions and consistency checks.","updatedAt":"2026-10-22","status":"active","url":"https://gamemechanics.pro/en/knowledge/mechanic/dialogue--family-memory/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/dialogue--family-memory.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/dialogue--family-memory.md","aliases":[],"tags":["Dialogue","NPC and content systems"],"sourceIds":["source-61bf1085758a8075"],"sources":[{"id":"source-61bf1085758a8075","title":"Pentiment","url":"https://store.steampowered.com/app/1205520/","verifiedAt":null}],"sections":[{"id":"principle","title":"How it works","body":"The system stores what was said and uses the conversation history for subsequent reactions and consistency checks."},{"id":"variants","title":"Variants","body":"### Variants and applications\n\n<a id=\"family-memory-variants\"></a>\n\n- Memory of the selected dialogue line. Rule: NPC returns to specific previously spoken words. <a id=\"variant-memory-01\"></a>\n- Memory for consistency. Rule: The system takes into account the order of several answers and looks for a connection between them. <a id=\"variant-memory-02\"></a>\n- Memory of conversion. Rule: Familiarity, frequency of meetings and breaks between them matter. <a id=\"variant-memory-03\"></a>\n- Consistency control. Rule: New statements are compared to previous versions of the player's story. <a id=\"variant-memory-04\"></a>\n- Selective memory. Rule: The character retains some details and forgets others according to established rules... <a id=\"variant-memory-05\"></a>\n- Availability of memories. Rule: A question, object or place brings back a forgotten event and opens up a conversation. <a id=\"variant-memory-06\"></a>\n- Passing on someone else's story. Rule: The NPC learns about the conversation through another character and reacts to the retelling... <a id=\"variant-memory-07\"></a>\n- Forgetting and renewal. Rule: The attitude towards the old dialogue line weakens or changes after new events... <a id=\"variant-memory-08\"></a>"},{"id":"context","title":"Context and limits","body":"Author's working taxonomy compiled for this request. Titles are descriptive; sources confirm individual principles and examples, and not the entire list."}],"relations":[],"placements":[{"catalogId":"dialogue","id":"family-memory","title":"Dialogue","url":"https://gamemechanics.pro/en/mechanics/dialogue/#family-memory","categoryIds":["section-3"]}],"supersededBy":[],"attributes":{"preview":{"updatedAt":"2026-10-22","title":"Memory and history of communication","description":"The system retains earlier statements and uses conversation history for later reactions and consistency checks.","image":{"src":"images/mechanics/dialogue-pentiment-11.webp","width":1440,"height":810,"crop":{"x":525,"y":225,"width":788,"height":488},"game":"Pentiment","sourceUrl":"https://store.steampowered.com/app/1205520/","originalUrl":"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/1205520/ss_88593d62ce96069e28d113c331e710be024ed221.1920x1080.jpg?t=1759874806","credit":"Obsidian Entertainment / Xbox Game Studios","rights":"Game imagery © its respective rights holders. Publisher-distributed Steam screenshot; all rights reserved. Excluded from MIT and CC BY 4.0.","caption":"Gernot recalls an earlier meeting","alt":"Gernot recalls an earlier meeting","markers":[{"x":60,"y":48,"label":"The line explicitly refers to a previous visit"}]},"tips":["Retain significant facts from conversations and check new lines for consistency."],"examples":[{"title":"Pentiment","url":"https://store.steampowered.com/app/1205520/"}]}},"endsAt":null,"provenance":"Original editorial design catalog consolidated from project discussions on 2026-10-20. Complete discussion item lists and contextual limitations are preserved; linked primary sources support specific techniques, not the entire classification. English translation was prepared with machine assistance and editorial review.","license":"CC-BY-4.0","codeLicense":"MIT","attribution":"gamemechanics.pro contributors","catalogKey":"catalog/dialogue"}}