Words as Actions

April 4, 2011 / 0 comments

Shortly before my blog’s hiatus, I wrote this post, in which I talk about the kind of conversation systems you see in games.  I was particularly concerned with the lack of variety as compared to, say, combat systems.  Everything seems to be some combination of response triggering and branching paths. People sometimes blame the blandness…

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Conversation in Games: Trigger, Branch, Repeat

April 23, 2010 / 11 comments

Bento Smile’s Air Pressure Why is there so little variety in conversation systems in games?  Conversation is one of the most essential and frequent things humans do.  It is a common source of interest, drama, and comedy in both real life and fiction.  It reveals character, it advances plotlines, and it uncovers information.  It’s hugely…

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