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Dialogic interactions in video games



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Dialogic interactions in video games


Up to this point we were more or less making definitions of what we will be dealing with. It is important to set rules when discussing a rather new phenomenon. “There are at least three common arguments: 1) Narratives are used for everything. 2) Most games feature narrative introductions and back-stories. 3) Games share certain traits with narratives.” (Juul, 2001). The thesis will now focus on describing interactions in games using examples from specific games and their genre. The goal is to show differences, be it major or minor ones, and variations of dialogical interaction while interacting within the game boundaries.

    1. Interaction with NPC


The interaction with non-player characters is crucial in nearly every game, more so RPGs. They populate the world where the main character and the player operates. Their role vary according to their part in the story as they can be allies with the player, neutral, or hostile characters. Usually, nearly every antagonist is an NPC. However, there are games such as Dungeon Keeper (Bullfrog, 1997), where the player takes on the role of a villain. Another important in-game NPC role is the trader. They sell gear and equipment for players, boost their skills, provide training, heal and offer additional services. NPCs also vary in the level of detail, meaning not every character gets full story background or game statistics. For example, in an action RPG by Bethesda Softworks, The Elder Scrolls V: Skyrim (2011), players encounter hundreds of NPCs such as citizens, rulers or mysterious monks living in monasteries. Only several of these, however, are fully interactive. This is mainly because it would be nigh-on impossible to create backstories for every single character in the story. The important factor is how “alive” a character appears. Their behavior is scripted and they react to the player according to dialogue choices or other trigger actions. In strictly linear games, story will sometimes not continue unless the correct action is triggered, such as talking to a character important in the story. The simplest way of interaction is for the player to approach an NPC, which will then deliver his or her lines and the conversation will end. “Alternately, initiating a conversation with an NPC triggers a cutscene where the player's avatar and the NPC have a non-interactive dialogue.” (Ellison, 2008, p.1) These scripted passages are built to immediately impress the player with the personality of the speaker or to create events to which the player must instantly react. Today, it is not surprising when two NPC characters have scripted dialogues among themselves, triggered by the player’s actions. For example, this short dialogue from Dragon Age 2 (Bioware, 2011), which tells us important facts related to the story. In this excerpt specifically, the character Varric obviously knows something important relating to the past, suggesting a retrospective type of narration.

Varric: "Does that not match the stories you've heard seeker?"

Cassandra: "I'm not interested in stories. I came to hear the truth."

Varric: "What makes you think I know the truth?"

Cassandra: "Don't lie to me! You knew him/her even before he/she became the Champion!"

Generally, NPC’s goals are to provide the player with an information about the story, allowing story progression and offer help or cause trouble along the way. In earlier games, NPCs usually only had a short monologue message, or a floating text inside a speech bubble, not allowing the player to communicate back. The player can approach the same NPC after some time or after progressing in the story and discover new dialogue options, but never really has any control over the content of conversation. The only action that is possible to control is engaging the conversation or not. A fine example of this non-branching dialogue is the tutorial part of the game Portal 2 (Valve Corporation, 2011), which is not dialogical in the sense of having a discussion with someone, but is instead communication in a very peculiar way. At one moment a personality core, Wheatley, an NPC who also serves as the deuteragonist, asks Chell, the main character controlled by the player, if she is okay. Since Chell does not answer, he continues and the ‘dialogue’ gets an interesting twist:



Wheatley: “Most test subjects do experience some cognitive deterioration after few months in suspension. Now, you’ve been under for quite a lot longer it’s not out of the question that you might have very minor case of serious brain damage. But don’t be alarmed, alright? Although, if you if you feel alarmed, try to hold on to that feeling, because that is the proper reaction to being told that you have brain damage. Do you understand what I’m saying? Is any of this making any sense? Just tell me, just say ‘yes’.”

At this moment, the player is given a hint to answer using the spacebar, which is set for jump by default and the moment the player presses it in order to answer, Wheatley continues:

“Okay, what you’re doing there is jumping. You just, you just jumped. But nevermind, say ‘apple’. ‘Apple’.”

Again, a hint ‘SAY APPLE’ using the spacebar appears, making the player jump one more time. Wheatley reacts: “Okay, you know what, that’s close enough, just hold tight.”

This particular example shows us that even when not having a dialogue, the player still learns how to communicate and how to control the game along the way. In this case it does not matter how much linear the story is or how monologic the speech might be, the player needs to use these new findings to navigate through the surroundings, interacting with Wheatley as well as with other game elements.

      1. Branching Dialogues


Today, modern non-linear RPGs use the previously mentioned branching storylines, which are related to branching dialogues. These dialogues present the player with a list of dialogue options from which they choose. The complexity of dialogues may vary from simple yes-no answers to ‘mood points’, where not every answer will change a course of the dialogue but has a certain amount of ‘points,’ so the player still has to tread carefully as each and every one may elicit a different response from the NPC. The choices player makes may also ultimately change the whole story in the game and affect the conversation. Accordingly, what the player chooses to say in the dialogue, may open new dialogue options or end it entirely. In video games, rhetoric art is a very powerful skill. Charisma, intelligence or persuasion are just different names for this trait. Let us set up an example situation: the player needs to get into a heavily armed fortress. One option would be to climb a tree, which grows near the battlements, but since the character does not have enough agility, this will not work. Storming the gates is out of the question as they would almost certainly get killed, but since the player’s character is a bard, his statistics are rich in charisma, which might present an alternative way to infiltrate the fortress, such as talking to an old hermit, who will give the player a key to the sewer entrance for money, but because the bard has enough charisma, another option unlocks. He can now tell the hermit that if he gives them the key for free, the bard will bring him a special orb of power from the fortress. Many game series take advantage of this phenomenon, further adding the ability to bluff, and a percentage chance of success in certain dialogue options, with skills connected to persuasion naturally increasing this chance. A similar, yet simplified, dialogue system was introduced in the Mass Effect franchise. Throughout gameplay, the player is awarded with paragon (good deeds) or renegade (evil acts) and later in the game encounters several difficult decisions, e.g. which team mate is going to die or which route to take. While having these climax dialogues, on the premise that the player has gotten enough paragon or renegade points by then, a rewarding solution can be chosen, e.g. both teammates might survive and a specific route without the ambush can be taken, thus motivating players to choose an alignment and not stay neutral.

Another aspect, while speaking about dialogues, is the fact that not every utterance has to be reproduced. Players sometimes choose when and if to react with certain characters, affecting the story further. Nevertheless, choosing whether to encounter a dialogue or not creates a whole new set of possibilities, especially in branching story-related games.

While talking about dialogical interactions with NPCs, it is important to mention talking and dating simulators. These simulators usually present unique and complex branching dialogues and respond accordingly to player’s questions and answers.

A fantastic example is Firewatch (Campo Santo, 2016), a game which came out in February. This indie piece is set in the Wyoming wilderness in 1989, where “the only emotional lifeline is the person on the other side of a handheld radio”. The player assumes the role of Henry, a lone man, who decides to spend his summer as a lookout in Wyoming. His only companion is his boss Delilah, whom he never actually met. The only way they can communicate are radios and the player is given a set of responses whenever Delilah calls. There is also an option to not answer her at all. The player can also call in for certain situations or objects to learn more about them and to initiate dialogue. Let us set a short excerpt:



Delilah: That’s a great idea!

Henry: Look, I’ve just hiked for two days so I don’t really follow whatever is it you’re doing right now.

Delilah: You take a stab what’s wrong with me.

Henry: Fine, then can I sleep…? Forever?

Delilah: Sure, buddy, now go ahead.

At this point the player has about fifteen seconds in which he can reply with one of three premade answers:



  • You’ve killed three ex-husbands.

  • You’re rebelling against mom.

  • Nobody back home can stand you.

Only one answer can be chosen, each providing the player with different outcome. Let us assume the player will joke about the whole situation and choose the first answer:

Henry: Okay. You’ve killed three ex-husbands. You’re a black widow. You’re just out here until the heat dies and then you’ll kill again.

Delilah: Hmm, VERY good. Bra-vo, Henry.

Henry: Okay, I sleep now?

Delilah: Not quite. Now, you.

And the dialogue continues. Since it really does matter which of the answers the player selects, the overall experience might be different, as the relationship with Delilah might stay completely professional or might turn slightly ‘friendlier’, according to the player’s choices. A hint of romance is also possible and can be accomplished by selecting the right dialogue options.

Another interesting type of branching dialogue sets when a player can choose from several manners at the beginning of a conversation. The decisive tone of the argument may then determine if the player obtains crucial information or not. For example, blaming an innocent person while solving a murder case can lead to a situation when the true killer will never be found, because the NPC will get angry with the player and will not engage in dialogue again. The problem connected with complex dialogues is a simple one – the fact that the conversations need to contain a lot of possible information, coupled with the fact that modern video games have fully voiced dialogues leads to longer texts, which means longer pauses between the reactions as the player usually does have unlimited time to answer. This can be very disturbing for the gameplay and overall immersion. Fortunately, game designers came up with a solution to simplify player’s answers – aside from limiting the time a player has to react, they sum up the most important parts of the text into an abridged version and use symbols and pictures to tell the rest. By doing so, players can react more easily, knowing for example that the blue option is good and the red one is bad. These symbols can then provide the full version of the text after being selected. (Ellison, 2008, p.1)

In games, aiming for cinematic quality dialogues, such as Fahrenheit, Heavy Rain and Beyond: Two Souls (Quantic Dream, 2005, 2010, 2013), full responses completely eliminated. The game offers only pared down choices, such as “Ask about the gun”, “Change topic” and similar. The character afterwards responds in a full sentence, related to the choice selected. In addition, to ensure that the conversation will be swift and have a natural pace, a time limit is given for each choice so the player has to react quickly. If time runs out, the game will choose an option at random. Mass Effect, mentioned earlier, gives up this time limit for a more elegant solution by providing the player with dialogue options before the NPC finishes speaking, giving the player more time and allowing for a smoother development of the dialogue.


      1. Hub-and-Spokes Dialogue


Hub-and-Spokes Dialogue, as described by Brent Ellison (2008) creates “a very different conversation flow compared to basic Branching Dialogue. The player listens to the NPC's lines and then chooses their response from the main "hub" of the conversation.” (p. 3). This solution helps to avoid frustration from not being able to explore all the available options and reduces the impression of a straightforward gameplay. Although, this type of dialogue may give the impression of an interrogation, since the NPC has unlimited patience, it gives a unique opportunity to the player. As strange as it sounds and as different it is from reality, it allows the player to discover every available piece of information there is, to hear the same lines over again without penalty and to try every possible dialogue choice.
      1. Parson-driven


Parson-driven is another type of dialogue Ellison mentions in his study (p. 3). The main premise is that the player types in an exact command and the game then parses the input in a way it can understand it. An answer is then built from a set of pre-set responses, which can eventually lead into weird changes of topic the moment the system encounters an unknown command. This provides a huge variety of choices, leading to several different endings and engages the player’s attention in a second play-through. But even a slight misunderstanding of the input can afterwards disturb the NPC, leading it the wrong way, and not allowing for certain combinations of the discourse. Another fact is the creation of such complex dialogues and the variety they provide is demanding and very time consuming. To feign a simple conversation, this technique requires hundreds of possible solutions and responses, and thus parson-driven dialogue is very rare in modern video games.
      1. Systematic Dialogues


The last type of dialogue Ellison describes are systematic dialogues. When speaking about systematic dialogues, it is paradoxical that they do not include full conversations, but rather simplified interaction. When talking to NPCs, the game does not enter a “conversation mode” but remains the same way as before, such as in combat (Ellison, 2008, p. 4). The interaction in this case is limited to simple gestures and attitudes and the player is prompted to react in a fast way, leading the NPC into a brief answer and ending the conversation afterwards. Sometimes, there is a possibility that the player is granted another gesture, but this does not happen often.

When interacting with another character, two basic choices are available – a positive answer and a negative answer. Choosing the right answers, gestures or attitudes and returning to the same character over and over again during the game rewards the player with increases in the relationship and eventually even gifts, such as permanent health boosts, mana pool upgrades or more members available in the group. These romances, however, are not meant to have any deeper impact in the long term and this type of interaction is neither very immersive nor realistic:

“The transparent nature of Systemic Interactions is the most obvious problem with this method, since the player receives constant reminders of the exact nature and purpose of his interactions, making immersion difficult to achieve.” (Ellison, 2008, p. 4).

The problem is, even though the player establishes a strong relationship or romance, NPC characters tend to be shallow and do not have much character development in particular. Because of the style they are interacted with and their lack of character, the whole conversation gives the impression of artificial substitution, thus making it completely useless in terms of dialogic learning. Another reason for this is the fact that all of the characters with the same model have the same dialogue lines and they often share the same voiceover as well. It may happen however, that the player encounters several different NPCs, which can express personality with their answers, while the character itself stays the same, without evolving.

Systematic interactions are used when the player has to encounter lots of NPCs, some of which might even just fill the game’s world, so it is not empty, making a reasonable and meaningful interaction hard to achieve.

      1. Other interactions with Non-Player Characters


There are also other forms and systems of interaction with NPCs. Some systems are very unique and hard to characterize, let us mention one memorable entry, the PC video game The Sims (Maxis, 2000). This simulator, where the player gets to control human-like avatars, is a great example of this special interaction system. Although is it similar to systematic interaction, the context of it is different, mainly because now the player assumes control of more characters and of both sides of the relationship.

Using simplified commands mentioned earlier, such as “flirt”, “dance”, “cook” and such, the characters are showing emotions while interacting with the world, each other and gibberish speech, providing the player with little additional information. However, this unique gibberish solves the problem of innumerable lines, which would repeat themselves in other games with standard speech. Of course, the pattern will start to repeat itself after a while, but it is still a more suitable solution than any other known language, making the repeated conversations less irritating.

There are no scripted story plots in The Sims and the player has complete control over his characters and can make them do nearly everything. Interacting with the characters will either improve or worsen the overall future relationships and interactions with others. If the characters are not regularly interacted with, the will start to deteriorate over time. As such, owing to the direct control of the player, these characters are not to be considered typical NPCs. (Ellison, 2008, p. 5)

Mini-games are further developing the aspects of speech, but they rather offer feedback to a player’s performance than any further insight. They simulate certain aspects of the utterance and allow the player to access unique alternatives and options during conversation. While some mini-games can be part of the conversation, other conversations are made to be one. Again, the simple system is that when the player fails, the characters do something inappropriate and the relationships worsen. On the other hand, if the player is successful, the character eventually succeeds and achieves better reputation. The downside of these mini-games is that when the player is engaged in trying to fulfill the task, it is difficult to pay attention to the text on screen, making it difficult to follow and ruining the immersion somewhat.

Another practice, not completely related to interaction, yet definitely worth mentioning, is The Time Scheduling technique, which provides a significant part of relevance in the context of interactions with NPCs. Normally, while interacting with other characters, the player chooses when to approach them. In some games, however, time management is an important aspect, and the player has to pick NPCs to interact with.

It is important to decide how a given day in the game will be spent. For instance, the player can choose a morning workout or to sleep longer. (Ellison, 2008, p.5). Later that day, options can be to go to the cinema or to visit a café. These choices then affect what characters will be encountered. If this happens, the player then has the ability to engage in a dialogue with them and spend some of the time in their company. Each time the character is visited, it brings new dialogues, or new choices into the current one. Using branching dialogues, the relationship with the player increases. Dialogues in these games are scripted to a certain point, often not shifting the story further until the player manages to achieve maximum level in the relationships.

Indeed, this method can be considered extremely effective, since the player has to choose between the characters, thus creating a deeper, inner meaning of the whole virtual relationship. Players choose to interact with a certain character because it is intriguing or important to them in some way. Often, this happens even before the very start of the dialogue.

The downside of this particular method is that even if the game contains a lot of NPCs, the player will not encounter all of them, at least not in a single play-through, because the game itself does not provide for this possibility. This means a lot more work for developers, but offers different possible play-throughs of the game.

Today, when certain games already play like virtual television sitcoms or dramas, it might only be a matter of time before the game industry discovers an idea for a successful game made completely out of interactions.


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