MRY
Wormwood Studios
I don't really understand this point. I like adventure games with longish character dialogues. Having those dialogues as cutscenes isn't enjoyable (to me). That is a "feeling," I guess, but so what? A huge part of games is how they are experienced. Probably all of the 90s adventure games could've been done with CGA graphics without changing the mechanics of the gameplay, but they would be hugely inferior. Presumably Myst could've been done without the narrative frame (see, e.g., Escape the Room games) but that would've been inferior, too.I will think about this some more, but so far to me what you're saying amounts to "I like the feel of dialogue trees."
The two terms are generally used interchangeably with respect to adventure games.Also, another thing that I believe is worth considering is that all or most of the things you've mentioned do not really require dialogue trees, but merely dialogue lists. Which is a different logical structure. It would, of course, be interesting to compare the two in-depth.
You are misreading my usage. I meant "typically used in."* I do believe that the "feeling of agency" that dialogue trees ostensibly provide is part of the 90s dialogue tree fetishism (which is characteristic of the Codex as a whole, as Fallout and PS:T show). That is also how I read your usage of "conventional".
I still don't understand your point (and you haven't addressed Loom). Are you saying that tank controls vs. point-and-click is a trivial difference, but trees vs. no-trees is not? Are you saying that Loom does not "succeed at (most of) the same things" that other adventure games have? That GF does not?No, that's not what I mean. If an adventure game without dialogue trees can succeed at (most of) the same things that one with dialogue trees can succeed at, except if the latter is making some exceptional use of dialogue trees that I've yet to encounter in most adventure games (including the classic Lucas Arts ones), then yes, I believe dialogue trees are superfluous.
Saying that a graphical adventure game can succeed without tank controls is by comparison trivial and, yes, comes off as a bit disingenuous to me.
It's silly to look for "proof" in a discussion over what makes a particular piece of art the way it is. But that said, I think the burden of persuasion is on you. As I said before, dialogue trees are present in basically every still-beloved adventure game of the point-and-click variety: all or almost all of the Lucas greats, GK and QFG, BASS and Broken Sword, Dragonsphere and Phantom, Simon the Sorcerer, and all of the modern adventure "classics" (Syberia, Longest Journey, all of the WEG games, all of the Tell Tale games, etc., etc.).and if you're looking for proof, then I don't think you've proven that dialogue trees are required either
When a feature is so ubiquitous among beloved exemplars of a (sub)genre, the burden is on the person who says, "It's superfluous." Moreover, my general feeling is that when someone who does not particularly like a feature to begin with (and also doesn't necessarily love the (sub)genre or see it as special within the large genre) is the one saying the feature is superfluous, the burden should be higher there, too. "I don't like meat, and there's no meaningful difference between a veggie burger and a hamburger, and if you insist that you like hamburgers more, that's just because of your taste." That's not an irrational argument, but it's not a very persuasive one.
--EDIT--
This is madness. I thought there was a discussion going on about dialogue systems; you posted several times about keywords; I had some thoughts and shared them. Your response is that I am atttacking "strawmen" and diverting the "argument" away from "prov[ing] that dialogue trees add anything" leaves me utterly befuddled. I thought this was a pleasant discussion about adventure game systems, not a confined but to-the-death struggle over the honor of dialogue trees.You picked up on keywords, but my argument wasn't about keywords at all and I explicitly said I'm not really read to discuss them yet. Mea culpa for bringing them up I guess.
Given my lack of interest in fighting for its own sake, and since I've made my points, I will leave others to carry out the battle, secure in the knowledge that righteous or not, dialogue trees have achieved total victory over the pagan ways that preceded them.
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