As Corvus Elrod likes to say, compelling stories arise primarily from the relationships between characters. Although these relationships can be generated or expressed in different ways, I think it’s fair to say that conversation is probably the most obvious and frequently used method in games. Yet it’s interesting to note that conversation systems in games are fairly rudimentary and, in many cases, pretty unsatisfying.
There are many reasons for that, of course; human conversation can be horrifically complicated to deconstruct, and dynamically generating realistic and meaningful conversation with computer-controlled characters is still years away, especially when you factor audio into the equation. As a result, most conversation systems in games are simplistic representations that often follow tight scripts and leave little room for exploration, which is probably fine with most developers; it’s difficult and time-consuming to create sophisticated interactive conversation, particularly without forcing players to use text-based input, and [More...]




A Conversation with a Work of Art
The question, however, is this: when you play a game that implements conversation, do you feel that playing through the conversation contributes in any way to gameplay? Or does the conversation feel like more of an afterthought that requires little attention or skill on the part of the player (or the developer, for that matter)?
The answer, [More...]