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Toward Massively Responsive Conversations
Price $5.95
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Weight 2 lb, 3 oz
SKU GDC-03-036
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Toward Massively Responsive Conversations,
438

Game Design, Lecture

Sheldon Pacotti
Lead Designer, Secret Level
With the Deus Ex 2 tools and conversations serving as a reference point, this lecture examines techniques for writing conversations in a highly dynamic game environment. As players are given more freedom, more demands are placed on conversational logic. n an environment such as Deus Ex 2 where players are given mutually exclusive goals, are allowed to complete goals in an arbitrary sequence and in different ways, and are often allowed to ignore goals completely, how does a writer face the blank page? The first half of the lecture covers practical techniques for avoiding non-sequitors, logic problems, and schizophrenic NPCs. The second half considers what future game worlds might hold in terms of player freedom and how that will impact dialogue writing. Tools like ConEdit resemble simple scripting languages. Will writers of the future need to be programmers? What structures from traditional programming languages are most suited to interactive conversations? To AI? To the simulation of the human mind?

Writing responsive conversations for a dynamic game environment can be simplified with a few easy techniques. As the need for NPC responsiveness increases, developers may need to develop a new class of tools for a new set of problems.

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