{"schemaVersion":1,"record":{"key":"mechanic/dialogue--family-space","type":"mechanic","id":"dialogue--family-space","lang":"en","title":"Conversations in the game world","summary":"Lines appear beside the participants in the scene. Character positions and the environment preserve context without a separate dialogue screen.","updatedAt":"2026-10-21","status":"active","url":"https://gamemechanics.pro/en/knowledge/mechanic/dialogue--family-space/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/dialogue--family-space.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/dialogue--family-space.md","aliases":["Conversation in the world"],"tags":["Dialogue","Game rules"],"sourceIds":["source-df9ed2d1b2e7ac06"],"sources":[{"id":"source-df9ed2d1b2e7ac06","title":"Spiritfarer","url":"https://thunderlotusgames.com/press-kits/spiritfarer-press-kit/","verifiedAt":null}],"sections":[{"id":"principle","title":"How it works","body":"Position, movement, and world events influence the accessibility and perception of conversation."},{"id":"variants","title":"Variants","body":"### Variants and applications\n\n<a id=\"family-space-variants\"></a>\n\n- Conversation on the go. Rule: The player retains control of movement and discusses what is happening along the way. <a id=\"variant-space-01\"></a>\n- Hearing range. Rule: The availability of cues depends on the distance, obstacles and position of the participants. <a id=\"variant-space-02\"></a>\n- Selecting a listening position. Rule: The player moves to hear the desired participant or hide from him. <a id=\"variant-space-03\"></a>\n- Eavesdropping. Rule: Information is obtained without entering into a conversation, at the risk of being noticed. <a id=\"variant-space-04\"></a>\n- Distraction by talking. Rule: Conversation keeps the NPC's attention and creates a window for other action. <a id=\"variant-space-05\"></a>\n- Discussion of the object. Rule: Inspection or pointing at an object triggers a thematic remark from the interlocutor. <a id=\"variant-space-06\"></a>\n- Simultaneous activity. Rule: Trade, repairs, cooking or transport management go parallel to the conversation. <a id=\"variant-space-07\"></a>\n- Danger during conversation. Rule: Combat, patrol, or environmental change is ongoing and requires dividing attention. <a id=\"variant-space-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-space","title":"Dialogue","url":"https://gamemechanics.pro/en/mechanics/dialogue/#family-space","categoryIds":["section-2"]}],"supersededBy":[],"attributes":{"preview":{"updatedAt":"2026-10-21","title":"Conversation in the world","description":"Lines appear beside the participants in the scene. Character positions and the environment preserve context without a separate dialogue screen.","image":{"src":"images/mechanics/spiritfarer-dialogue.webp","width":1440,"height":810,"game":"Spiritfarer","sourceUrl":"https://thunderlotusgames.com/press-kits/spiritfarer-press-kit/","originalUrl":"https://thunderlotusgames.com/wp-content/uploads/2023/10/Spiritfarer-SCREENSHOTS-02.jpg","credit":"Thunder Lotus","rights":"© Thunder Lotus. All rights reserved.","caption":"A line beside the scene’s participants","alt":"Spiritfarer: a speech bubble appears above characters standing at a stall in a nighttime settlement.","markers":[{"x":62,"y":40,"label":"A line tied to a scene participant"},{"x":34,"y":68,"label":"Participants remain in the environment"}]},"tips":["Keep speech bubbles clear of important actions.","Identify the speaker without relying on color alone."],"examples":[{"title":"Spiritfarer","url":"https://thunderlotusgames.com/press-kits/spiritfarer-press-kit/"}]}},"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"}}