howlingFantods
Learned
For now trees with listed dialogue options remain supreme for story heavy games. The advent of more sophisticated neural network ai will obviously herald a revolution for games including for, but not limited to, dialogue innovation.
Until then the only alternative is a good keyword based system. The player should be able to accumulate nouns which they can attach to verbs. The player should be made aware of what verbs they are limited to. The thing that makes keyword better than listed-options-tree is the fact that dialogue can now involve problem solving (not super possible when given an easy multiple choice test via a list of dialogue options).
Example 1: pc: tell me about (insert keyword)
Npc: that is not for common riff raff to know.
Pc: I am [part of a prestigious guild, a donor to a political cause the npc is affiliated with, etc...] example 2: npc: “my daughter has taken very ill”
Pc: “I know [name of healer you happened to meet, your own medicine skill, god of disease]” ; example 3:
Npc: “I want this lord killed”
(Must prove competence to get job)
Pc: “ I slayed [insert name of npc or monster you killed]
(If you’re not careful or if you’re ill informed stuff like this can happen)
Npc: “that’s my brother... guards!”
a keyword based system can still branch like a tree so it still is a tree based system. But at least it’s not multiple choice style
Until then the only alternative is a good keyword based system. The player should be able to accumulate nouns which they can attach to verbs. The player should be made aware of what verbs they are limited to. The thing that makes keyword better than listed-options-tree is the fact that dialogue can now involve problem solving (not super possible when given an easy multiple choice test via a list of dialogue options).
Example 1: pc: tell me about (insert keyword)
Npc: that is not for common riff raff to know.
Pc: I am [part of a prestigious guild, a donor to a political cause the npc is affiliated with, etc...] example 2: npc: “my daughter has taken very ill”
Pc: “I know [name of healer you happened to meet, your own medicine skill, god of disease]” ; example 3:
Npc: “I want this lord killed”
(Must prove competence to get job)
Pc: “ I slayed [insert name of npc or monster you killed]
(If you’re not careful or if you’re ill informed stuff like this can happen)
Npc: “that’s my brother... guards!”
a keyword based system can still branch like a tree so it still is a tree based system. But at least it’s not multiple choice style