Dialogue
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Structure and input
1Starting and ending a conversationOverview and example ↗The terms, initiator, and entry method determine when communication begins and how it can be ended.8
Variants and applications
- Player initiative. Rule: The player addresses the selected character, who can accept or reject the request.
- NPC initiative. Rule: The character himself starts a conversation when the conditions are met or his own need appears.
- Event conversation. Rule: An encounter, discovery, alarm, or story event automatically triggers an exchange of remarks.
- Access through an intermediary. Rule: To speak with a character, you must obtain an introduction, invitation, or audience.
- Entering into someone else's conversation. Rule: The player joins an already ongoing discussion and changes the composition of the participants.
- Postponed meeting. Rule: The parties agree to talk later, at an appointed time or under other circumstances.
- Voluntary exit. Rule: Player or NPC ends conversation; care can receive a separate social assessment.
- Suspension and resumption. Rule: The conversation maintains unfinished context and continues after the break.
2Response selectionOverview and example ↗The player selects one of the proposed remarks or actions, and the system determines what the interlocutor will hear.8
Variants and applications
- Selecting an exact dialogue line. Rule: The player sees in advance the wording that the character will say.
- Choice of intention. Rule: The player selects an action like “calm down” or “refuse”, and the system selects a phrase.
- Tone selection. Rule: The meaning of the message remains the same, but the method of presentation changes: soft, sharp, ironic...
- Selecting a topic. Rule: The player asks the subject of conversation without selecting a specific question.
- Selecting a recipient. Rule: One message is sent to a specific participant and causes an appropriate reaction.
- Choosing actions instead of words. Rule: The answer is leaving, a gift, an attack, a demonstration of an item or another action.
- Silence is the answer. Rule: Refusal to speak is considered a meaningful move and affects the reaction of the interlocutor.
- Delegation of response. Rule: The player gives the right to speak to a companion, representative, or selected team member.
3Composed responses and free text inputOverview and example ↗The answer is assembled from elements or entered freely, after which the system interprets the content and form.8
Variants and applications
- Answer from fragments. Rule: The player collects a message from available words, phrases or semantic blocks.
- Intent plus tone. Rule: The player independently chooses the purpose of the statement and the manner of its utterance.
- Substitution of information. Rule: A name, place, time, object or known fact is substituted into the question template.
- Entering a keyword. Rule: To refer to a topic, you need to name the recognized word yourself.
- Text commands. Rule: The parser understands limited grammar, for example "ask Anna about the key".
- Free text. Rule: The system determines the topic and intent of the player's arbitrary phrase.
- Voice input. Rule: Recognized speech serves as a way to convey a question, command or answer.
- Clarification of what is not understood. Rule: If the input is ambiguous, the interlocutor asks for clarification and offers to correct the message.
4Dialogue graph structureOverview and example ↗The connections between conversation nodes define branches, backtracks, merges, and the order of available topics.8
Variants and applications
- Linear sequence. Rule: The conversation follows a given path; control may be limited to advance and exit.
- Branching tree. Rule: Each choice moves the conversation to its own thread with separate continuations.
- Branching with convergence. Rule: Different answers give local reactions, then bring the conversation back to the general point...
- Central topics menu. Rule: After discussing the issue, the player returns to the general list of available topics.
- Return chain. Rule: Conversation allows you to return to previous questions with a new context.
- Conditional episodes, storylets. Rule: The system selects small scenes based on the state of the world and characters.
- Parallel threads. Rule: Several discussions develop simultaneously, and the player distributes attention between them.
- Multi-stage conversation. Rule: A connected conversation continues across multiple scenes, locations, or encounters.
Game rules
5Topic managementOverview and example ↗The choice and switching of topics control what the characters talk about and what questions are left open.8
Variants and applications
- Opening a topic. Rule: A new topic appears after an observation, acquaintance, event or information found.
- Exhaustion of topic. Rule: The question disappears or ceases to provide new information after discussion.
- Deepening the question. Rule: The answer opens up clarifications, details and narrower directions of conversation.
- Change of topic. Rule: The player takes the conversation in a different direction, changing its purpose or emotional background.
- Return to deferred. Rule: A previously interrupted question can be continued when new conditions are met.
- Order of questions. Rule: The same topics lead to different results depending on the sequence.
- Closing the topic. Rule: A failed move, a promise, or a change in circumstances makes the question unavailable.
- Saturation with repetitions. Rule: Persistent discussion of one topic changes the NPC's patience and response to subsequent questions.
6Time and paceOverview and example ↗Length, pauses, and timing of responses become part of the rules of communication and their consequences.8
Variants and applications
- Response timer. Rule: The player must choose an answer before the specified time expires.
- Separate timing options. Rule: Individual lines appear and disappear at different points in the conversation.
- Default answer. Rule: If the player does not have time, the system selects the specified action or reaction.
- Price in world time. Rule: Every question or conversation advances the clock and influences external events.
- Answer at the right time. Rule: The moment of utterance, for example a pause, hesitation or emotional peak, matters.
- Waiting as a tactic. Rule: A pause forces the NPC to add information, change position, or continue speaking.
- Limit the number of moves. Rule: The conversation ends after a given number of exchanges, regardless of the length of the remarks.
- Uneven time spent. Rule: Different cues require different durations and compete with other actions.
7Interruptions and taking turnsOverview and example ↗The timing of the intervention and the distribution of the turn determine who continues to speak and how the conversation changes.8
Variants and applications
- Interrupting a dialogue line. Rule: The player breaks off the current phrase; NPC takes into account the moment and content of the intervention.
- Let me finish. Rule: The player consciously waits for the end of the remark and receives its full meaning or another reaction.
- Taking the initiative. Rule: Successful intervention transfers the right to ask questions or determine the topic to the player.
- Holding the word. Rule: You need to protect your own remarks from attempts to interrupt or change the subject.
- Recovery after interruption. Rule: The system or player returns the discussion to an unfinished thought.
- Overlapping speech. Rule: Simultaneous remarks make it difficult to understand and can hide important information.
- Third party intervention. Rule: Another character interrupts the exchange, defends the participant, or introduces new information.
- Reaction to interruption of queue. Rule: Frequency and appropriateness of interventions changes attitude and access to further conversation.
8Conversations in the game worldOverview and example ↗Position, movement, and world events influence the accessibility and perception of conversation.8
Variants and applications
- Conversation on the go. Rule: The player retains control of movement and discusses what is happening along the way.
- Hearing range. Rule: The availability of cues depends on the distance, obstacles and position of the participants.
- Selecting a listening position. Rule: The player moves to hear the desired participant or hide from him.
- Eavesdropping. Rule: Information is obtained without entering into a conversation, at the risk of being noticed.
- Distraction by talking. Rule: Conversation keeps the NPC's attention and creates a window for other action.
- Discussion of the object. Rule: Inspection or pointing at an object triggers a thematic remark from the interlocutor.
- Simultaneous activity. Rule: Trade, repairs, cooking or transport management go parallel to the conversation.
- Danger during conversation. Rule: Combat, patrol, or environmental change is ongoing and requires dividing attention.
9Dialogue availability conditionsOverview and example ↗Character status, knowledge, items, and past actions open or close options for lines.8
Variants and applications
- Skill or characteristic. Rule: A dialogue line is unlocked when a certain ability is at a sufficient level.
- Origin and biography. Rule: Access depends on the selected background or stable properties of the character.
- Profession and specialization. Rule: Professional knowledge gives special questions and methods of explanation.
- Rank and affiliation. Rule: Title, organization, faction or position changes the right to speak on a topic...
- Knowledge and progress of the task. Rule: A response requires a known fact, a completed step, or a conclusion made.
- Item and equipment. Rule: You need a document, proof, a gift, a tool or certain clothes...
- State of body and psyche. Rule: Injury, intoxication, stress, fatigue or the effect of a substance changes the available response.
- The setting and those present. Rule: Place, time, witnesses and group composition open or block options.
10Checks and outcome resolutionOverview and example ↗The system determines the outcome of a dialogue line through conditions, characteristics, randomness or the quality of the player's decision.8
Variants and applications
- Deterministic threshold. Rule: The result is determined by comparing the characteristic with a predetermined requirement.
- Probability check. Rule: Success is determined by a random test with a probability depending on the conditions.
- Counter check. Rule: The speaker's abilities are compared with the abilities or defenses of the interlocutor.
- Passive check. Rule: The system automatically notices a lie, hint or opportunity without a separate choice from the player.
- Accumulation of successes. Rule: It takes several successful moves in one conversation to get results.
- Degrees of result. Rule: Instead of two outcomes, complete success, concession, complication and varying degrees of failure are possible.
- Contextual modifiers. Rule: Preparation, evidence, relationships, and setting change the difficulty of the test.
- Checking the player's decision. Rule: Success depends on the chosen argument or course of action, and not on the characteristics of the hero.
11Resources and stakesOverview and example ↗A retort or attempt to influence requires time, resource, or an assumption of risk and commitment.8
Variants and applications
- Consumption of communication points. Rule: dialogue lines expend special energy, influence, or other finite supply.
- Consumption of money and items. Rule: To move, you need to pay, hand over an item or provide a material guarantee.
- The price of disclosed information. Rule: A useful answer requires you to give up a secret, evidence, or information about your own goals.
- Suspicion grows. Rule: Every risky move brings exposure or refusal to continue the conversation closer.
- Stock of patience. Rule: NPCs allow a limited number of useless, repeated or offensive calls.
- Fatigue and composure. Rule: Long conversation depletes the player's or NPC's ability to maintain the desired line.
- Goal conflict. Rule: Achieving one conversation goal worsens the chances of achieving another.
- Voluntary rate increase. Rule: The player promises, risks, or bets more for a better outcome.
12Persuasion and InfluenceOverview and example ↗The chosen arguments and methods of presentation change the opinion, decision or willingness of the interlocutor to act.8
Variants and applications
- Rational belief. Rule: An NPC's position is changed by arguments related to his beliefs and situation.
- Appeal to benefit. Rule: The decision is related to what the interlocutor will receive from cooperation.
- Appeal to values. Rule: The argument is based on the NPC's duty, faith, ideology, or personal principle.
- Empathy. Rule: Acknowledging the other person's feelings and circumstances reduces resistance or opens up the conversation.
- Flattery and recognition of merit. Rule: Positive evaluation affects through self-esteem, status or the need for recognition.
- Intimidation. Rule: Threatening consequences forces concession, but may provoke resistance and retaliation.
- Provocation. Rule: The player evokes an emotional reaction in order to achieve a mistake or desired action.
- Rethinking the problem. Rule: The player changes the frame of the discussion so that another solution becomes acceptable.
13Bargaining, transactions and obligationsOverview and example ↗Participants propose terms, exchange resources, and make commitments with consequences.8
Variants and applications
- Offer and counteroffer. Rule: The parties successively change the terms in search of an acceptable deal.
- Package deal. Rule: Multiple concessions, services and resources are negotiated as a single set of terms.
- Mutual concessions. Rule: A player exchanges a concession on one issue for a concession on another.
- Exchange of services. Rule: The NPC agrees in exchange for an action that the player must take now or later.
- Bribe. Rule: Material benefits are offered for violating an NPC's duties or rules.
- Blackmail. Rule: The player uses the threat of revealing incriminating information to obtain a concession.
- Promise and guarantee. Rule: The transaction fixes a future obligation, term, security or sanctions for violation.
- Ultimatum and exit. Rule: A party declares a limiting condition and may terminate negotiations without an agreement.
14Emotional stateOverview and example ↗Speech and events change the character's emotional state, which influences subsequent reactions.8
Variants and applications
- Reading the mood. Rule: The player determines the state of the interlocutor by speech, behavior or available indicators.
- Calm and de-escalate. Rule: Responses reduce arousal, aggression, or the risk of violence.
- Support and comfort. Rule: Conversation helps the character cope with the experience and changes subsequent behavior.
- Increased fear. Rule: The player raises the alarm by changing the NPC's willingness to act or reveal information.
- Arousal of anger. Rule: Replies increase irritation and can destroy the self-control of the interlocutor.
- Humor and stress relief. Rule: An appropriate joke changes the emotional background; inappropriate can make the situation worse.
- Managing your own wealth. Rule: The player chooses whether to suppress the emotion, express it, or allow it to change the answer.
- Emotional threshold. Rule: After reaching a certain intensity of the state, the NPC changes the rules of behavior.
15Long-term relationshipsOverview and example ↗Communication history shapes trust, intimacy, conflict, and long-term relationship possibilities.8
Variants and applications
- Trust. Rule: Truthfulness, reliability, and keeping promises change the NPC's willingness to trust the player.
- Like and hate. Rule: Replies gradually change the personal disposition of the interlocutor.
- Respect. Rule: NPC evaluates competence, consistency and ability to take a stand.
- Intimacy and self-disclosure. Rule: Personal topics and mutual frankness open up new levels of relationships.
- Romantic rapprochement. Rule: Mutual interest and agreement determine the development of a romantic line.
- Rivalry and jealousy. Rule: Relationships with one participant change the reaction of the other.
- Reconciliation and apology. Rule: The player admits the damage, explains the action, or fulfills the conditions for restoring the relationship.
- Personal boundaries. Rule: Refusal or agreement to the topic, contact and form of communication is taken into account in subsequent scenes.
16Self-expression and character identityOverview and example ↗The answer expresses the character, beliefs and self-determination of the hero, including without immediate external reward.8
Variants and applications
- Consistent speech style. Rule: Repeated manner of answers creates a recognizable reputation for the hero.
- Worldview and beliefs. Rule: Elections reinforce values, which then change reactions and opportunities.
- Role declaration. Rule: The player declares who he considers himself to be, and the system maintains this position.
- Change of position. Rule: The hero revises his previous words; The NPC may accept the change or notice a contradiction.
- Self-determination of biography. Rule: The answer adds a fact about the hero's past, which later becomes part of the game world.
- Social mask. Rule: The player chooses a public image and maintains it in different conversations.
- Internal disagreement with the remark. Rule: The player separately selects the spoken message and the hero’s internal attitude towards it.
- Self-description through memory. Rule: Talking about the past changes the hero's interpretation of his own experience and the available decisions.
17Knowledge and information sharingOverview and example ↗Conversation reveals, clarifies, verifies, and conveys information about the world and other characters.8
Variants and applications
- Questioning. Rule: The player consistently obtains facts about people, places, events and relationships.
- Active listening. Rule: To get results, you need to notice a clause, detail or connection in what you hear...
- Clarifying and checking understanding. Rule: The player asks again or retells what he heard to eliminate ambiguity.
- Voluntary disclosure. Rule: The player reports a known fact and changes the knowledge of the interlocutor.
- Hiding information. Rule: The player chooses which facts he knows not to report yet.
- Exchange of information. Rule: Each party receives information in response to information from the other party.
- Awareness management. Rule: The outcome depends on who knows the fact and who knows that others know it.
- Rumors and spread. Rule: Reported information is passed between NPCs and returned with modified reliability.
18Lies and hidden intentionsOverview and example ↗The player withholds information, creates a false impression, or recognizes a discrepancy between words and intent.8
Variants and applications
- Outright lie. Rule: The player states a fact that contradicts the known state of the world.
- Half-truths and omissions. Rule: A formally correct message creates a false impression in the interlocutor.
- Bluff. Rule: The player feigns an opportunity, knowledge or readiness that he may not have.
- Impersonating someone else. Rule: The player uses someone else's identity, status or authority in a conversation.
- Legend and alibi. Rule: Maintain a consistent version of events through a series of clarifying questions.
- Checking someone else's version. Rule: The player matches the NPC's words with facts, past answers and behavior.
- Exposure. Rule: The contradiction or evidence is openly presented to the lying participant.
- Consequences of revealed lies. Rule: Discovered deception changes credibility, the position of witnesses and access to future negotiations.
19Interrogation and evidenceOverview and example ↗Questions and evidence presented test the version of events and elicit new testimony.8
Variants and applications
- Presentation of evidence. Rule: The player chooses the evidence and the moment when it should be associated with the NPC's statement.
- Pressure on indication. Rule: A repeated targeted question forces the witness to clarify or change part of the version.
- Search for contradiction. Rule: A specific incompatibility between the testimony and the established facts must be stated.
- Comparison of witnesses. Rule: The statements of different participants are checked against each other.
- Restoring chronology. Rule: The player figures out the order of events and checks for timing discrepancies.
- A trap question. Rule: The wording encourages the NPC to reveal hidden knowledge or contradiction.
- Dosed disclosure of evidence. Rule: The player decides what to show now and what to save for the next stage.
- Recognition check. Rule: The resulting version must be confirmed by independent facts, and not just the consent of the NPC.
20Argumentation and debateOverview and example ↗The player selects reasons and connections between statements to construct an argument or find a contradiction.8
Variants and applications
- Formulating a thesis. Rule: The player chooses a statement that he must justify in conversation.
- Selection of base. Rule: Facts, principles or evidence related to it are selected for the thesis.
- Logical chain. Rule: Several intermediate conclusions must be connected into a consistent proof.
- Refutation of the premise. Rule: The player challenges the underlying fact or assumption of the interlocutor's argument.
- Refutation of the conclusion. Rule: The player shows that the stated reasons do not lead to the stated result.
- Counterexample. Rule: One relevant case is enough to limit or destroy a general statement.
- Burden of proof. Rule: Rules specify who must confirm which statement to advance the argument.
- Win according to audience criteria. Rule: Success is assessed by a court, jury, public or other party with its own criteria.
21Languages, codes and translationOverview and example ↗Knowledge of language, symbols and codes determines the ability to understand messages and express intentions.8
Variants and applications
- Language barrier. Rule: Ignorance of the language limits available questions, answers, or accuracy of understanding.
- Studying the dictionary. Rule: Hearing words gradually acquire meanings and open up new possibilities for communication.
- Decoding grammar. Rule: The player deduces the rules for combining words and understands previously inaccessible statements.
- Selecting a translation. Rule: An ambiguous phrase must be interpreted; a mistake changes the decision or further conversation.
- Translator-intermediary. Rule: The accuracy and interests of the interpreter influence what the parties hear from each other.
- Registers and dialects. Rule: Form of speech serves as a signal of belonging and changes understanding or trust.
- Password and review. Rule: To confirm identity or access, you must say the correct conditional phrase.
- Coded conversation. Rule: The meaning is conveyed by conventional words and hints, understandable only to initiates.
22Nonverbal communicationOverview and example ↗Gestures, posture, gaze and other non-verbal actions convey meaning or change the interlocutor's reaction.8
Variants and applications
- Nod and denial. Rule: A gesture replaces verbal agreement, refusal or confirmation of understanding.
- The gaze and its direction. Rule: The player makes contact, points to an object, or avoids looking.
- Facial expressions. Rule: Facial expression conveys an emotion or position and is taken into account by the interlocutor.
- Posture and distance. Rule: Approach, retreat and body position affect comfort and evaluation of intentions.
- Pointing gesture. Rule: The player sets the subject of conversation through the direction of the hand or the selected object.
- Transfer of an item. Rule: Showing or giving something becomes a message with contextual meaning.
- Touch. Rule: Permitted or unwanted contact changes the social situation and relationships.
- Coordination of words and behavior. Rule: The NPC evaluates whether the spoken line matches the hero's non-verbal actions.
23Group conversationsOverview and example ↗Several interlocutors exchange remarks, form coalitions and react to the distribution of attention.8
Variants and applications
- Relationship triangle. Rule: A response to one participant simultaneously changes the attitude of another.
- Satellite intervention. Rule: A team member adds an argument, argues, or reveals his or her own position.
- Selecting a representative. Rule: The player nominates a speaker with suitable knowledge, status or relationships.
- Coalition of participants. Rule: Several interlocutors unite to support a position or put pressure on an opponent.
- Mediation in conflict. Rule: The player helps the two parties hear each other and agree on terms.
- NPC council and voting. Rule: The outcome is determined by the individual positions of the participants and the decision rule.
- Public and private response. Rule: Words in front of witnesses have a different effect than the same answer in private.
- Conversation between NPCs. Rule: Characters exchange opinions autonomously, while the player observes or intervenes.
24Joint player decisionsOverview and example ↗Participants jointly choose an answer or distribute decision power, information, and influence over the conversation.8
Variants and applications
- Player voting. Rule: Participants choose an answer by majority or other predetermined procedure.
- The right of the leader. Rule: One player makes the final decision after discussion with the team.
- Unanimity and the right of veto. Rule: Promotion requires the consent of all participants or allows response blocking.
- Competing answers. Rule: Several players simultaneously try to determine which line will be spoken...
- Transfer of voting rights. Rule: The team changes the active speaker during one conversation.
- Separated information. Rule: Different players know different facts and must compare them before answering.
- Hidden goals of the participants. Rule: Players discuss a common answer, but strive for divergent personal results.
- Player versus player. Rule: Offers, promises, accusations and bluffs become negotiation moves between people.
25Messaging and remote communicationOverview and example ↗Conversation flows across messages and devices, so delivery time, format, and channel access influence decisions.8
Variants and applications
- Asynchronous exchange. Rule: The answer comes later, and other actions occur between messages.
- Delayed dispatch. Rule: The player chooses the moment of transmission of an already prepared message.
- Message length limit. Rule: Content has to be shortened or broken up due to character limits or channel resources.
- Confirmation of receipt. Rule: Delivery, reading and non-response become interpretable signals.
- Attaching materials. Rule: A photo, document, record, coordinates or other object is added to the message.
- Loss and distortion of communication. Rule: Interference, delay and interruption make part of the message inaccessible or ambiguous.
- Interception of correspondence. Rule: A third party receives messages, and the player takes into account the risk of someone else's access.
- Public and private channel. Rule: The player chooses the audience of the message and controls who can read it.
26Consequences of the conversationOverview and example ↗What is said changes the available actions, obligations, relationships and subsequent events of the world.8
Variants and applications
- Changing a task. Rule: Dialogue issues, completes, redirects or closes a game task.
- Access to the world. Rule: The result opens a place, route, service, product or interaction opportunity.
- Changing NPC behavior. Rule: The character follows, guards, hides, cooperates, or obstructs after the conversation.
- Factional reputation. Rule: Position in a conversation changes the group's attitude, even if the individual interlocutor agrees.
- Redistribution of resources. Rule: Words lead to the transfer of money, objects, labor or control over an object.
- Promise with verification of fulfillment. Rule: The game later compares the hero's actions with the obligation given in the conversation.
- Delayed reaction. Rule: Consequence manifests itself through time, another meeting, or a message from a third party.
- Changing the plot outcome. Rule: Accumulated decisions determine the available resolutions or fate of the characters.
27Failure, repetition and revisionOverview and example ↗Mistakes and refusal of the interlocutor create conditions for retrying, correcting the position or accepting the consequences.8
Variants and applications
- An irreversible attempt. Rule: An individual solution or test is allowed only once.
- Free retry. Rule: The player can try the answer again without necessarily changing the conditions.
- Repeat after preparation. Rule: A new attempt is opened after receiving a skill, evidence, help or other advantage.
- Failure to continue. Rule: Failure advances the story with a complication or alternative objective.
- Partial compromise. Rule: If the player is not completely successful, he receives part of what he wants on less favorable terms.
- Recovery after an error. Rule: The player clarifies, recalls or corrects an unsuccessful remark as part of a conversation.
- Rewind selection. Rule: The game provides an option to return to the previous decision while maintaining player control.
- Knowledge from another cycle. Rule: Restart or time loop allows you to use information from a previous version of the conversation.
28Dialogue as a standalone challengeOverview and example ↗Communication receives separate rules for success: consistency, resources, time or accuracy of response.8
Variants and applications
- Card negotiations. Rule: Arguments are represented by cards with application conditions, effects and combinations.
- Verbal duel. Rule: Attacks and replies require choosing an appropriate response against a specific attack from your opponent.
- Compose a riddle phrase. Rule: You need to collect an expression that satisfies semantic or formal conditions.
- Rhythmic response. Rule: The cue or signal must fall within the specified tempo and sequence.
- Comparison of concepts. Rule: The player connects words, facts or images to formulate a clear message.
- Memory of what was said. Rule: The test requires reproducing essential details of the previous exchange.
- Distribution of arguments. Rule: A limited set of arguments must be distributed between topics, rounds or interlocutors.
- Social combat. Rule: Participants reduce the opponent's resolve or other defenses through formal moves.
29Inner dialogueOverview and example ↗The hero interacts with his own thoughts, inner voices and competing motives.8
Variants and applications
- Advising abilities. Rule: Skills or aspects of personality offer interpretations, warnings and response options.
- Dispute of internal voices. Rule: Several internal positions compete and the player chooses which one to follow.
- Unreliable hint. Rule: Internal commentary may be wrong due to bias, condition or incomplete knowledge.
- Self-conviction. Rule: The player formulates reasons to make a decision or change the hero’s attitude.
- Pulse suppression. Rule: You need to give up the obsessive desire to say or do a certain thing...
- Mental rehearsal. Rule: The hero tries out the wording in advance and evaluates the expected reactions.
- Conversation with a memory. Rule: A person’s past image follows the rules of the hero’s memory and influences his current choice.
- Discussion between individuals. Rule: Different controllable aspects of the same character coordinate actions through dialogue.
30Voice as a game actionOverview and example ↗Voice performance, speech recognition and pronunciation features become part of the player's action.8
Variants and applications
- Volume. Rule: Whispering and shouting change the audibility, secrecy or reaction of the interlocutor.
- Intonation. Rule: The pitch and contour of the voice signals question, confidence, irony or threat.
- Rate of speech. Rule: The speed of utterance affects the understandability, the assessment of the condition or the success of the test.
- Pronunciation. Rule: You need to reproduce a name, spell, word or conditioned signal with the required accuracy.
- Speech pause. Rule: The duration of silence between parts of an utterance affects understanding and reaction.
- Breath control. Rule: Duration or stability of the voice signal becomes a limited resource.
- Voice recognition. Rule: Voice or identity confirmation determines to whom the system allows the request.
- Voice imitation. Rule: The player reproduces someone else's voice, and the system checks the credibility and conditions of deception.
31Status, etiquette and ritualsOverview and example ↗Social status, rituals, and accepted forms of address change the availability and meaning of cues.8
Variants and applications
- Application form. Rule: The correct name, title, and degree of formality will change the NPC's willingness to listen...
- Welcome ritual. Rule: To start a meaningful exchange, you need to follow the accepted sequence of actions.
- The right to ask a question. Rule: A hierarchy or procedure determines who can ask and on what topics.
- Forbidden topic. Rule: Some questions violate a norm, provoke a sanction, or require special permission.
- Saving face. Rule: The player seeks a concession so that the NPC can publicly maintain status and dignity.
- Public commitment. Rule: Witnesses reinforce the social cost of a promise, refusal, or change of position.
- Cultural adaptation. Rule: The player notices local norms and changes the usual manner of communication.
- Formal speech act. Rule: An oath, order, sentence or consent changes status if the necessary powers and conditions are present.
NPC and content systems
32NPC Goals and AutonomyOverview and example ↗The NPC's own goals and state determine the initiative, choice of topics, and refusal of the proposed conversation.8
Variants and applications
- Own purpose of conversation. Rule: The NPC seeks to obtain information, achieve action, or hide a fact, and not just respond...
- Belief model. Rule: The answer depends on what the NPC believes to be true, including misconceptions.
- Personal preferences. Rule: The same tactics have different effects on characters with different values and habits.
- Boundaries of authority. Rule: Even a convinced NPC may not have the right or ability to fulfill a request.
- Counter conditions. Rule: The NPC makes his own request and changes the frame of the original request.
- Refusal to cooperate. Rule: The character may refuse to answer or act according to internal rules.
- Adaptation to tactics. Rule: The NPC notices the player's repeated move and changes the reaction to its further use.
- Independent decision. Rule: After a conversation, the NPC chooses an action based on his goals, knowledge and limitations.
33Memory and history of communicationOverview and example ↗The system stores what was said and uses the conversation history for subsequent reactions and consistency checks.8
Variants and applications
- Memory of the selected dialogue line. Rule: NPC returns to specific previously spoken words.
- Memory for consistency. Rule: The system takes into account the order of several answers and looks for a connection between them.
- Memory of conversion. Rule: Familiarity, frequency of meetings and breaks between them matter.
- Consistency control. Rule: New statements are compared to previous versions of the player's story.
- Selective memory. Rule: The character retains some details and forgets others according to established rules...
- Availability of memories. Rule: A question, object or place brings back a forgotten event and opens up a conversation.
- Passing on someone else's story. Rule: The NPC learns about the conversation through another character and reacts to the retelling...
- Forgetting and renewal. Rule: The attitude towards the old dialogue line weakens or changes after new events...
34Rule-based selection and generationOverview and example ↗Rules select or form cues from the state of the world and characters; quality and generation boundaries are checked separately.8
Variants and applications
- The answer is based on the state of the world. Rule: The system selects a reaction taking into account events, objects and current circumstances.
- Prioritize what is most relevant. Rule: From several available dialogue lines, the one best suited to the context is selected.
- Replay protection. Rule: Replay history reduces the likelihood of returning one dialogue line too often.
- Template with variables. Rule: General construction receives specific names, objects, places and results.
- Combining fragments. Rule: The answer is assembled from compatible parts, taking into account the state of the speaker.
- Event short remarks. Rule: An observed event triggers a short comment, warning, or appeal.
- Generative formulation. Rule: The model creates text for a given intent and a set of valid facts.
- Separation of speech and action. Rule: The generated dialogue line receives game consequences only through verifiable system rules.
Interface and accessibility
35Presentation and NavigationOverview and example ↗The interface shows options, history, and meaningful consequences and allows you to navigate the conversation.8
Variants and applications
- List and cue wheel. Rule: Available answers are placed in a linear or radial menu.
- Brief signature and full text. Rule: The system allows you to correlate the name of the option with the actual wording of the answer.
- Intent marks. Rule: Tags or symbols explain what social technique the line expresses.
- Show requirements. Rule: The player sees why an option is available, unavailable or requires preparation.
- Showing probability and price. Rule: The interface reveals the chance, cost or expected change in the indicator.
- Conversation log. Rule: The player rereads previous remarks and repeats the recording if necessary.
- Tags of discussed topics. Rule: New, exhausted, changed and already selected questions are visually distinguished.
- Incomplete transparency. Rule: The interface deliberately hides some of the intent, checks, or consequences to maintain ambiguity.
36Accessibility and reading controlsOverview and example ↗Reading and alternative input settings provide access to content and conversation control.8
Variants and applications
- Text display speed. Rule: The player adjusts the pace of appearance of symbols or shows the entire dialogue line at once.
- Manual and automatic continuation. Rule: Switching of dialogue lines occurs on command or automatically after reading and voicing.
- Skip reading. Rule: Already known remarks can be accelerated separately from new text and solutions.
- Setting timers. Rule: The player increases the selection time, pauses it, or disables the limitation.
- Subtitles and speaker identification. Rule: Text, name and significant audio signals remain distinguishable without relying on hearing.
- An alternative to voice input. Rule: A semantic answer can be conveyed by a button, text or other accessible method.
- Accessible navigation. Rule: Select, read and log support keyboard, controller and assistive technologies.
- Reduced memory load. Rule: The game provides retelling, reinforcement of facts, or access to information while answering.
How to use the catalog
Separate player action, signal recognition, game rule, and feedback. The related variants here preserve the context of application and are not necessarily independent physical primitives.
When prototyping, test one rule and failure conditions first. The presence of an API, sensor, or source does not prove that all scenarios work. For devices, test feature availability, calibration, and alternate input on the actual target hardware.
Sources and examples
Sources support particular techniques or methodology, not every family variant. Design examples and mechanic combinations are illustrative.
- inkle: Writing interactive fiction with ink
Elections, transitions, conditions and accounting for previously visited content. Documentation of a tool, not a universal classification.
- Yarn Spinner: Saliency
Selection of conditional content, priority of relevance and consideration of repetitions.
- GDC: Building an Open-Ended Conversation System for Expressive Game Characters
Abstract of the report by the authors of the system: classification of free input and answers based on the knowledge model. The full transcript of the report was not used.
- Capcom: Apollo Justice: Ace Attorney guide
The search extract of the official manual confirms PRESS and PRESENT on cross-examination. The full PDF did not open in the viewer.
- inkle: Heaven's Vault
Deciphering the language with plot-significant translations and the characters’ reactions to previous actions. Decoding written language provides a related example.
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