top of page
  • kw4u19

Dialog Systems

Updated: Jan 20, 2021

Writing dialog systems using nodes...


What are nodes?

A node ID

A layer ID

The dialog text

Any dialog options (responses etc)

Destination information (the node we go to next.

Example:

Node ID: Start Node (character 1)

Layer ID: 1

Text: “ I never thought this could happen to me…”

Destination: Node A, Layer 2

You can add variation to a back-and-forth dialog by using a grading score.

Every piece of NPC dialogue might have a good, neutral and bad option which. Each option would give them a score of -1, 0 or 1, for example. The score of each response would be added to the current player-dialog score.


The game would then clamp the players score and load the next layers correct npc dialog node.

If playerDialogScore > 0: playerDialogScore = 1

If playerDialogScore < 0: playerDialogScore = -1

Else: playerDialogScore = 0


Here is the structure showing how the player would lose or gain points depending on which dialog options they chose:


Other grading systems to consider…

Response time

Ongoing npc relationships

Pose and Stance

Another consideration is to use NLP (natural language precessing) options. This would include speech to text recognition or text parsing.

EG you could ask your player to fill in blanks of mad-libs:

“And ever since I lost that ___ in the ___, I’ve never had a better party.”

You would then make a database where you would categories groups of words. For example, swear words could be under aggression.

If I am to make a narrative based game, I need to make sure my narrative mechanics are unique.

If my dialog does not give the player more information about the world or the characters, it’s useless.

It’s not necessary for a npc to have all the answers.

They are also supposed to be sentient, therefore have their unique mannerisms, specific turns of phrase and their own voice.


Now to practice using a graded narrative system to create my own player-npc interaction.


The Scenario: The player has set out on a journey to locate and collect medication for the player-characters little sister. The world around him dangerous, dystopian and leaving the house to roam the streets after curfew is asking for trouble, but his sister is in dire need. Neither the scouts or the other citizens in the city can be trusted. As he sets out on his mission, he soon comes across a neighbour, whom also breaking the rules and strikes an odd conversation.

I think Markov chains are incredibly useful in structuring dialogue and organising game outcomes. This is something I will definitely use when it comes to designing narrative and NPC interaction in my own games design.

0 comments

Recent Posts

See All

GDD - What to include

The purpose of a creating a games design document is to have an ordered and descriptive layout of my design choices in a way that it provides clarity and understanding to those I need to convince to d

Game Lenses

There are three lenses to consider when reflecting on game experiences and my own personal game idea development. The lens of projection Is the player able to do something that they otherwise wouldn't

bottom of page