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Dialogue Tree
- 627 statements
- 122 feature instances
- 215 referencing feature instances
Dialogue Tree | type |
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Dialogue Tree | label |
Dialogue Tree | |
Dialogue Tree | page |
DialogueTree | |
Dialogue Tree | comment |
Hey there, Troper! What brings you to the Dialogue Tree page? I fell in a Pot Hole and here I am. I wanted to learn about them, of course! You know me, I can't resist smashing that "Random Trope" button. I thought so. Well, a Dialogue Tree is a common feature of Role-Playing Games and Adventure Games, where interactions with certain Non Player Characters are done by selecting a possible response from a list of two to five choices. As you might imagine, this can lead to frustration as the player tries to figure out the correct sequence of responses to get what he or she wants out of the NPC. Sounds annoying. So why even use them, then? But they can't be all bad if they're so common, right? Yeah, that's great, anyway - have you seen Tropey the Wonder Dog around? It's Trope-tan's turn to give him a bath. They're one of those Acceptable Breaks from Reality, since fishing for correct vocabulary and grammar that actually yields a result can be drag on gameplay for any genre other than Interactive Fiction, and some old-school RPGs that implement a Keywords Conversation mode (if you want to know what that's like, just click on any wikilink in this paragraph). The games industry's standard of fully voiced dialog also makes it prohibitively expensive in voice acting hours, and the technology for synthetic voice hasn't progressed far enough past Robo Speak for a satisfactory cost-effective substitution. On the upside, some games use Dialogue Trees to allow the player to try out their non-combat skills or abilities, or affect where on the Karma Meter the Player Character turns out. [Bluff] You don't need to tell me this stuff, I accidentally clicked "can you repeat that?" at the end of this whole spiel. [Charm] Sounds fascinating! Maybe you could tell me more about Dialogue Trees over coffee or something? [Evil] Guess what? I just realized I'm one pulled trigger away from getting on with my life. [FAILED] No thanks, I'm seeing a nice page from the Sugar Wiki. Anyway, this can also be a form of Truth in Video Games, as it accurately captures the genuine excitement of calling the customer-service number of your ISP or phone company. So, do you understand now, or Shall I Repeat That? I think I missed something, can you start your entire speech over verbatim? Got it, thanks. You put the "start over" response at the top just to screw over the players rushing to end this conversation, didn't you? Okay then. And remember, nothing's more annoying than the illusion of choice. And on that note, how would you like to do a long and tedious Fetch Quest? See, I need 20 Bear Asses for no adequately-explained reason, and I have a hunch that the Broken Bridge out of town won't be fixed until I get them. Will you help me? Sure thing! You bet! Of course! No way! |
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Dialogue Tree | processingComment |
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Arcanum | |
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Dialogue Tree | isPartOf |
DBTropes | |
Dialogue Tree / int_1133352a | type |
Dialogue Tree | |
Dialogue Tree / int_1133352a | comment |
Terminator: Even the Terminator understands dialogue trees; in The Terminator, Arnie scrolls through one to answer someone asking "You got a dead cat in [your room] or what?". Out of a list that includes "Yes/No" and "Get lost", he picks the Precision F-Strike. In the Terminator 2: Judgment Day novelization, the T-800 also has a dialogue tree to select responses from. When Sarah Connor says that he looks like "handmade shit" when she tries to fix up his wounds, the T-800 accesses the dialogue tree and then comes up with the response, "So do you". |
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Dialogue Tree / int_1133352a | featureApplicability |
1.0 | |
Dialogue Tree / int_1133352a | featureConfidence |
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Terminator (Franchise) | hasFeature |
Dialogue Tree / int_1133352a | |
Dialogue Tree / int_12ce6b61 | type |
Dialogue Tree | |
Dialogue Tree / int_12ce6b61 | comment |
GreedFall: There are usually three dialogue options for any prompt, though they usually provide only an outline of the much longer speech your character is going to say upon selecting that option. Certain Talents also open up dialogue options that can offer alternate solutions to problems. | |
Dialogue Tree / int_12ce6b61 | featureApplicability |
1.0 | |
Dialogue Tree / int_12ce6b61 | featureConfidence |
1.0 | |
GreedFall (Video Game) | hasFeature |
Dialogue Tree / int_12ce6b61 | |
Dialogue Tree / int_1377df | type |
Dialogue Tree | |
Dialogue Tree / int_1377df | comment |
In the Terminator 2: Judgment Day novelization, the T-800 also has a dialogue tree to select responses from. When Sarah Connor says that he looks like "handmade shit" when she tries to fix up his wounds, the T-800 accesses the dialogue tree and then comes up with the response, "So do you". | |
Dialogue Tree / int_1377df | featureApplicability |
1.0 | |
Dialogue Tree / int_1377df | featureConfidence |
1.0 | |
Terminator 2: Judgment Day | hasFeature |
Dialogue Tree / int_1377df | |
Dialogue Tree / int_14004ff5 | type |
Dialogue Tree | |
Dialogue Tree / int_14004ff5 | comment |
X-Men Legends II deserves special mention because its Dialogue Trees are a bit more complex: you can get different dialogue from a character depending on whether you encounter him/her as an X-Man, a Brotherhood member, or the one character he/she has special dialogue with. | |
Dialogue Tree / int_14004ff5 | featureApplicability |
1.0 | |
Dialogue Tree / int_14004ff5 | featureConfidence |
1.0 | |
X-Men Legends (Video Game) | hasFeature |
Dialogue Tree / int_14004ff5 | |
Dialogue Tree / int_148f217e | type |
Dialogue Tree | |
Dialogue Tree / int_148f217e | comment |
Nancy Drew games rely on this trope for the most part when you need to have a conversation with someone. | |
Dialogue Tree / int_148f217e | featureApplicability |
1.0 | |
Dialogue Tree / int_148f217e | featureConfidence |
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Nancy Drew (Video Game) | hasFeature |
Dialogue Tree / int_148f217e | |
Dialogue Tree / int_172f3c5c | type |
Dialogue Tree | |
Dialogue Tree / int_172f3c5c | comment |
Buried: An Interactive Story has most events play out its dialogue and results, depending on the player's choice between two options. | |
Dialogue Tree / int_172f3c5c | featureApplicability |
1.0 | |
Dialogue Tree / int_172f3c5c | featureConfidence |
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Buried: An Interactive Story (Video Game) | hasFeature |
Dialogue Tree / int_172f3c5c | |
Dialogue Tree / int_1aacbbc9 | type |
Dialogue Tree | |
Dialogue Tree / int_1aacbbc9 | comment |
Dragon Age generally provided 5-6 dialogue options at the start of the conversation, and had a similar conversation mechanic to KOTOR where skills and your gender/origin play a part in dialogue. For instance, Dwarf Commoner can tell to Alistair early on that even though dwarves are experienced at fighting darkspawn, they personally had to fight city guards a lot more often. | |
Dialogue Tree / int_1aacbbc9 | featureApplicability |
1.0 | |
Dialogue Tree / int_1aacbbc9 | featureConfidence |
1.0 | |
Dragon Age (Franchise) | hasFeature |
Dialogue Tree / int_1aacbbc9 | |
Dialogue Tree / int_1bd50d20 | type |
Dialogue Tree | |
Dialogue Tree / int_1bd50d20 | comment |
Randal's Monday: Mainly used to pick out your favorite quip, but a few puzzles are reliant on this, including the last puzzle. | |
Dialogue Tree / int_1bd50d20 | featureApplicability |
1.0 | |
Dialogue Tree / int_1bd50d20 | featureConfidence |
1.0 | |
Randal's Monday (Video Game) | hasFeature |
Dialogue Tree / int_1bd50d20 | |
Dialogue Tree / int_2c82b878 | type |
Dialogue Tree | |
Dialogue Tree / int_2c82b878 | comment |
The Age of Decadence uses dialogue trees for every conversation, and the options available differ greatly based on your character's background (of which there are seven, and the option to have an undefined background.) In addition, the success or failure of the many choices you get to lead to a desired outcome is heavily dependent on player's stats, as well as their reputation with game's 7 factions. Even being a pacifist has its downsides, as you'll be instantly shown the door if you try applying to the local assassins, known as The Boatmen of Styx. | |
Dialogue Tree / int_2c82b878 | featureApplicability |
1.0 | |
Dialogue Tree / int_2c82b878 | featureConfidence |
1.0 | |
The Age of Decadence (Video Game) | hasFeature |
Dialogue Tree / int_2c82b878 | |
Dialogue Tree / int_2e2ada67 | type |
Dialogue Tree | |
Dialogue Tree / int_2e2ada67 | comment |
Okage: Shadow King uses them, but with Ari's sheer lack of presence meaning your choice of response usually has no immediate effect. | |
Dialogue Tree / int_2e2ada67 | featureApplicability |
1.0 | |
Dialogue Tree / int_2e2ada67 | featureConfidence |
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Okage: Shadow King (Video Game) | hasFeature |
Dialogue Tree / int_2e2ada67 | |
Dialogue Tree / int_2ece28f3 | type |
Dialogue Tree | |
Dialogue Tree / int_2ece28f3 | comment |
Emily Is Away uses these, but differs from most games in the interface: You're meant to be communicating with the title character through instant messaging, so after selecting an answer, you then "type" it by mashing your computer's keyboard until the full sentence appears. There are also moments where you'll select one dialogue option, but partway through your character will begin backspacing and self-censor their response: For instance, you might select the dialogue "you're my best friend", but partway through your "typing" the words rewrite themselves into "you're one of my best friends". | |
Dialogue Tree / int_2ece28f3 | featureApplicability |
1.0 | |
Dialogue Tree / int_2ece28f3 | featureConfidence |
1.0 | |
Emily Is Away (Video Game) | hasFeature |
Dialogue Tree / int_2ece28f3 | |
Dialogue Tree / int_303f74a5 | type |
Dialogue Tree | |
Dialogue Tree / int_303f74a5 | comment |
The original PC versions of the When They Cry series is one such aversion. Only later in the series do choices get added, and this is typically a gimmick. The PS2 version of Higurashi: When They Cry plays it straight, however. | |
Dialogue Tree / int_303f74a5 | featureApplicability |
-1.0 | |
Dialogue Tree / int_303f74a5 | featureConfidence |
1.0 | |
When They Cry (Franchise) | hasFeature |
Dialogue Tree / int_303f74a5 | |
Dialogue Tree / int_3499459d | type |
Dialogue Tree | |
Dialogue Tree / int_3499459d | comment |
The Another Code games use these as well. | |
Dialogue Tree / int_3499459d | featureApplicability |
1.0 | |
Dialogue Tree / int_3499459d | featureConfidence |
1.0 | |
Another Code (Video Game) | hasFeature |
Dialogue Tree / int_3499459d | |
Dialogue Tree / int_34e0e9fc | type |
Dialogue Tree | |
Dialogue Tree / int_34e0e9fc | comment |
Strong Bad's Cool Game for Attractive People, however, uses the picture system. | |
Dialogue Tree / int_34e0e9fc | featureApplicability |
1.0 | |
Dialogue Tree / int_34e0e9fc | featureConfidence |
1.0 | |
Strong Bad's Cool Game for Attractive People (Video Game) | hasFeature |
Dialogue Tree / int_34e0e9fc | |
Dialogue Tree / int_37419634 | type |
Dialogue Tree | |
Dialogue Tree / int_37419634 | comment |
Discworld Noir has these, which is unsurprising for an adventure game. It adds that you can bring up any item in your inventory as a conversation prompt, along with notes you've made about topics you've encountered. | |
Dialogue Tree / int_37419634 | featureApplicability |
1.0 | |
Dialogue Tree / int_37419634 | featureConfidence |
1.0 | |
Discworld Noir (Video Game) | hasFeature |
Dialogue Tree / int_37419634 | |
Dialogue Tree / int_39696bda | type |
Dialogue Tree | |
Dialogue Tree / int_39696bda | comment |
An important element of Dead State, where your interactions with you companions (and thus their well-being, including whether or not they trust you enough to lead them) largely depend on the dialogue choices you make. The game has about several novels' worth of such text in it. | |
Dialogue Tree / int_39696bda | featureApplicability |
1.0 | |
Dialogue Tree / int_39696bda | featureConfidence |
1.0 | |
Dead State (Video Game) | hasFeature |
Dialogue Tree / int_39696bda | |
Dialogue Tree / int_3af00989 | type |
Dialogue Tree | |
Dialogue Tree / int_3af00989 | comment |
911 Operator: You respond to the calls by picking options in this manner, which then lead to further voiced responses from the callers. | |
Dialogue Tree / int_3af00989 | featureApplicability |
1.0 | |
Dialogue Tree / int_3af00989 | featureConfidence |
1.0 | |
911 Operator (Video Game) | hasFeature |
Dialogue Tree / int_3af00989 | |
Dialogue Tree / int_3b08dfc9 | type |
Dialogue Tree | |
Dialogue Tree / int_3b08dfc9 | comment |
Pillars of Eternity has loads of them. Player's class, gender and stats all have a measurable impact on conversations. What's more, choosing a certain type of option particularly often (diplomatic, aggressive, etc.) opens up more advanced versions of them, here it can actually lead to alternate quest resolutions and such. It's like the system of Dragon Age 2, but properly balanced. | |
Dialogue Tree / int_3b08dfc9 | featureApplicability |
1.0 | |
Dialogue Tree / int_3b08dfc9 | featureConfidence |
1.0 | |
Pillars of Eternity (Video Game) | hasFeature |
Dialogue Tree / int_3b08dfc9 | |
Dialogue Tree / int_3bca8e9c | type |
Dialogue Tree | |
Dialogue Tree / int_3bca8e9c | comment |
Gene Troopers has dialogue branching in conversations between your character and the various NPC, though the outcome is usually the same. | |
Dialogue Tree / int_3bca8e9c | featureApplicability |
1.0 | |
Dialogue Tree / int_3bca8e9c | featureConfidence |
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Gene Troopers (Video Game) | hasFeature |
Dialogue Tree / int_3bca8e9c | |
Dialogue Tree / int_3d776ce3 | type |
Dialogue Tree | |
Dialogue Tree / int_3d776ce3 | comment |
Alpha Protocol is heavily built on dialogue choices. Usually the top node is an aggressive/assertive stance, the left node is a suave/attitude stance, and the right node is a professional/polite stance (a miscellaneous node that usually refers to actually doing an action or using special information is the down node, though it isn't always present). The game also uses a DSS, Dialogue Stance System — your actions and words will increase/decrease your reputation with someone. | |
Dialogue Tree / int_3d776ce3 | featureApplicability |
1.0 | |
Dialogue Tree / int_3d776ce3 | featureConfidence |
1.0 | |
Alpha Protocol (Video Game) | hasFeature |
Dialogue Tree / int_3d776ce3 | |
Dialogue Tree / int_40d6c06a | type |
Dialogue Tree | |
Dialogue Tree / int_40d6c06a | comment |
Rise of the Argonauts uses a dialogue wheel similar to Mass Effect with the key difference of appealing to the natures of Jason's four patron gods (Ares, Apollo, Athena, and Hermes) instead of a Good/Bad mechanic. For example, Ares choices are naturally aggressive and Hermes' are compassionate. | |
Dialogue Tree / int_40d6c06a | featureApplicability |
1.0 | |
Dialogue Tree / int_40d6c06a | featureConfidence |
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Rise of the Argonauts (Video Game) | hasFeature |
Dialogue Tree / int_40d6c06a | |
Dialogue Tree / int_41352473 | type |
Dialogue Tree | |
Dialogue Tree / int_41352473 | comment |
Excel♡Saga spent its fourth episode parodying a Japanese Dating Sim, and whenever a dialogue tree came up, the last option was always "Put it in". | |
Dialogue Tree / int_41352473 | featureApplicability |
1.0 | |
Dialogue Tree / int_41352473 | featureConfidence |
1.0 | |
Excel♡Saga | hasFeature |
Dialogue Tree / int_41352473 | |
Dialogue Tree / int_42dcaf37 | type |
Dialogue Tree | |
Dialogue Tree / int_42dcaf37 | comment |
Part of Growing Up involves making the correct dialogue options to build your relationships with your classmates, with certain choices causing major impact on their lives in the epilogue. | |
Dialogue Tree / int_42dcaf37 | featureApplicability |
1.0 | |
Dialogue Tree / int_42dcaf37 | featureConfidence |
1.0 | |
Growing Up (Video Game) | hasFeature |
Dialogue Tree / int_42dcaf37 | |
Dialogue Tree / int_43f52aa9 | type |
Dialogue Tree | |
Dialogue Tree / int_43f52aa9 | comment |
Oblivion's version is limited in comparison, in large part due to the game switching to most spoken dialogue. Every character has at least a "Rumors" topic, and city dwellers can talk about their city. Guards will respond to queries about notorious thief Gray Fox and guard captain Heironymous Lex. Some topics are scripted to do things when chosen—for instance, beggars have the "Have a coin, beggar" option, which actually makes your character give them 1 gold. Contrasting with Morrowind, Non Player Characters tend to have occasional unique dialogue; though there are far fewer lines available due to, once again, the move to voicing the lines. | |
Dialogue Tree / int_43f52aa9 | featureApplicability |
1.0 | |
Dialogue Tree / int_43f52aa9 | featureConfidence |
1.0 | |
The Elder Scrolls IV: Oblivion (Video Game) | hasFeature |
Dialogue Tree / int_43f52aa9 | |
Dialogue Tree / int_44ebe34f | type |
Dialogue Tree | |
Dialogue Tree / int_44ebe34f | comment |
Haven (2020) provides at least one dialogue prompt in most conversation scenes, with certain prompts changing the scene's outcome and/or increasing the speaking protagonist's Confidence if the more assertive option is chosen. In co-op mode, both players must agree on a single dialogue option by mutually selecting it. | |
Dialogue Tree / int_44ebe34f | featureApplicability |
1.0 | |
Dialogue Tree / int_44ebe34f | featureConfidence |
1.0 | |
Haven (2020) (Video Game) | hasFeature |
Dialogue Tree / int_44ebe34f | |
Dialogue Tree / int_455ede40 | type |
Dialogue Tree | |
Dialogue Tree / int_455ede40 | comment |
In Super Paper Mario, super nerd Francis will use an interface reminiscent of a dating sim to converse with Peach. The player can choose Peach's responses. | |
Dialogue Tree / int_455ede40 | featureApplicability |
1.0 | |
Dialogue Tree / int_455ede40 | featureConfidence |
1.0 | |
Super Paper Mario (Video Game) | hasFeature |
Dialogue Tree / int_455ede40 | |
Dialogue Tree / int_468bebb0 | type |
Dialogue Tree | |
Dialogue Tree / int_468bebb0 | comment |
The graphical icons were also used in Discworld point-and-click games. | |
Dialogue Tree / int_468bebb0 | featureApplicability |
1.0 | |
Dialogue Tree / int_468bebb0 | featureConfidence |
1.0 | |
Discworld | hasFeature |
Dialogue Tree / int_468bebb0 | |
Dialogue Tree / int_48a567d8 | type |
Dialogue Tree | |
Dialogue Tree / int_48a567d8 | comment |
Some unimportant dialogue in Vampire Hunters, which was developed by the same team. The game was so bugged, however, that text of your replies couldn't be read in resolutions higher than 1024 x 768. | |
Dialogue Tree / int_48a567d8 | featureApplicability |
1.0 | |
Dialogue Tree / int_48a567d8 | featureConfidence |
1.0 | |
Vampire Hunters (Video Game) | hasFeature |
Dialogue Tree / int_48a567d8 | |
Dialogue Tree / int_4c0debc2 | type |
Dialogue Tree | |
Dialogue Tree / int_4c0debc2 | comment |
Hotel Dusk: Room 215 mostly has this when talking to other characters. Sometimes you show/give them items. Sometimes Kyle just speaks and you cannot do anything. It also adds the ability to 'file away' important phrases and interest points, which you can question the person on in the next break in conversation, or question other people on later. It also allows you to interrupt people when they say something interesting and interrogate them further, or just let them keep talking. Its sequel, Last Window, had one puzzle near the end based around a dialogue tree. You had to select the conversation options in a very specific order to prove Kyle knew what was going on. One mistake lead to a Game Over. |
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Dialogue Tree / int_4c0debc2 | featureApplicability |
1.0 | |
Dialogue Tree / int_4c0debc2 | featureConfidence |
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Hotel Dusk: Room 215 (Visual Novel) | hasFeature |
Dialogue Tree / int_4c0debc2 | |
Dialogue Tree / int_4c2f51af | type |
Dialogue Tree | |
Dialogue Tree / int_4c2f51af | comment |
Beast Wars: Uprising: Bisk, who thinks he's a video-game character, considers his options this way in a conversation with Megatron. He decides not to go with the romance option, since he doesn't think Megatron would appreciate it. | |
Dialogue Tree / int_4c2f51af | featureApplicability |
1.0 | |
Dialogue Tree / int_4c2f51af | featureConfidence |
1.0 | |
Beast Wars: Uprising (Comic Book) | hasFeature |
Dialogue Tree / int_4c2f51af | |
Dialogue Tree / int_526d4c5c | type |
Dialogue Tree | |
Dialogue Tree / int_526d4c5c | comment |
Knights of the Old Republic, with many tradional Light and Dark Side of the Force choices. KotOR 2 manages to turn the Dialogue Tree into a Dialogue Weapon twice; early on in the game you have a battle of ideals with Atris, and then much later you're required to use words to erode Darth Sion's will in between bouts of lightsaber combat, effectively talking him into suicide. | |
Dialogue Tree / int_526d4c5c | featureApplicability |
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Dialogue Tree / int_526d4c5c | featureConfidence |
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Knights of the Old Republic (Video Game) | hasFeature |
Dialogue Tree / int_526d4c5c | |
Dialogue Tree / int_554e431b | type |
Dialogue Tree | |
Dialogue Tree / int_554e431b | comment |
A Little Night Music: Fredrik's thoughts take the shape of a Dialogue Tree in the song "Now". | |
Dialogue Tree / int_554e431b | featureApplicability |
1.0 | |
Dialogue Tree / int_554e431b | featureConfidence |
1.0 | |
A Little Night Music (Theatre) | hasFeature |
Dialogue Tree / int_554e431b | |
Dialogue Tree / int_556e9c56 | type |
Dialogue Tree | |
Dialogue Tree / int_556e9c56 | comment |
Child of Light had a few dialogue trees, notable by the fact that all options and character replies were written in rhyme. | |
Dialogue Tree / int_556e9c56 | featureApplicability |
1.0 | |
Dialogue Tree / int_556e9c56 | featureConfidence |
1.0 | |
Child of Light / Videogame | hasFeature |
Dialogue Tree / int_556e9c56 | |
Dialogue Tree / int_5616bf80 | type |
Dialogue Tree | |
Dialogue Tree / int_5616bf80 | comment |
Averted in Bientot Lete. The conversation part of the game is instead represented as a chess match between your character and their lover. Each square on the board activates a certain response when a chess piece is placed on it. This usually results in beautifully-sounding, but ultimately disjointed and meaningless conversations. | |
Dialogue Tree / int_5616bf80 | featureApplicability |
-1.0 | |
Dialogue Tree / int_5616bf80 | featureConfidence |
1.0 | |
Bientôt l'été (Video Game) | hasFeature |
Dialogue Tree / int_5616bf80 | |
Dialogue Tree / int_5908ee91 | type |
Dialogue Tree | |
Dialogue Tree / int_5908ee91 | comment |
Skyrim has a more traditional dialogue system, where you actually choose what your character says instead of just choosing a topic to talk about. | |
Dialogue Tree / int_5908ee91 | featureApplicability |
1.0 | |
Dialogue Tree / int_5908ee91 | featureConfidence |
1.0 | |
The Elder Scrolls V: Skyrim (Video Game) | hasFeature |
Dialogue Tree / int_5908ee91 | |
Dialogue Tree / int_5921531c | type |
Dialogue Tree | |
Dialogue Tree / int_5921531c | comment |
In Persona 5, talking with party members, answering questions in class, doing part-time jobs, and negotiating with demons all involve picking multiple options from a list of potential responses. | |
Dialogue Tree / int_5921531c | featureApplicability |
1.0 | |
Dialogue Tree / int_5921531c | featureConfidence |
1.0 | |
Persona 5 (Video Game) | hasFeature |
Dialogue Tree / int_5921531c | |
Dialogue Tree / int_599de590 | type |
Dialogue Tree | |
Dialogue Tree / int_599de590 | comment |
Best of Three runs on one. You're given 1-4 options to respond or ask Grant questions. Alternatively, if you don't like your choices, you can type "topic [noun]" to see if you can discuss that instead. You also get a limited selection of traditional IF commands, such as being able to sip your drink or examine the area. | |
Dialogue Tree / int_599de590 | featureApplicability |
1.0 | |
Dialogue Tree / int_599de590 | featureConfidence |
1.0 | |
Best of Three (Video Game) | hasFeature |
Dialogue Tree / int_599de590 | |
Dialogue Tree / int_59da62aa | type |
Dialogue Tree | |
Dialogue Tree / int_59da62aa | comment |
Fallout: New Vegas adds special dialogue choices for taking a Gay Option, which can even interact with the aforementioned low-intelligence options ("You too tense. It wrinkle your nice face."). There's also a Terrifying Presence perk that lets you interrupt a hostile dialogue with a Badass Boast that not only initiates combat, but sends your opponent running. | |
Dialogue Tree / int_59da62aa | featureApplicability |
1.0 | |
Dialogue Tree / int_59da62aa | featureConfidence |
1.0 | |
Fallout: New Vegas (Video Game) | hasFeature |
Dialogue Tree / int_59da62aa | |
Dialogue Tree / int_5afbc0cb | type |
Dialogue Tree | |
Dialogue Tree / int_5afbc0cb | comment |
Undertale has conventional dialogue trees for talking with some NPCs (mostly shopkeepers), with a list of subjects to choose from, helpfully adding "(NEW)" where you can continue a discussion further. More importantly (especially in a Pacifist Run), the "Act" menu provides a list of verbs for interacting with monsters on encounter screens, whose effective use is highly context-dependent but tends to elicit a Speech Bubble response in any case. | |
Dialogue Tree / int_5afbc0cb | featureApplicability |
1.0 | |
Dialogue Tree / int_5afbc0cb | featureConfidence |
1.0 | |
Undertale (Video Game) | hasFeature |
Dialogue Tree / int_5afbc0cb | |
Dialogue Tree / int_5b2f178f | type |
Dialogue Tree | |
Dialogue Tree / int_5b2f178f | comment |
The X-Files Game allowed you to select what kind of emotional response your character would give to certain lines. In an interesting take, certain events would change depending on how you decided to respond: for example, picking mostly "paranoid" answers would cause a dead body to suddenly twitch at you in the morgue. | |
Dialogue Tree / int_5b2f178f | featureApplicability |
1.0 | |
Dialogue Tree / int_5b2f178f | featureConfidence |
1.0 | |
The X-Files Game (Video Game) | hasFeature |
Dialogue Tree / int_5b2f178f | |
Dialogue Tree / int_5b43d745 | type |
Dialogue Tree | |
Dialogue Tree / int_5b43d745 | comment |
Completely averted in the Starship Titanic game - it really can read full, typed out sentences and has a huge number of recorded responses. | |
Dialogue Tree / int_5b43d745 | featureApplicability |
-1.0 | |
Dialogue Tree / int_5b43d745 | featureConfidence |
1.0 | |
Starship Titanic (Video Game) | hasFeature |
Dialogue Tree / int_5b43d745 | |
Dialogue Tree / int_5e6d13a8 | type |
Dialogue Tree | |
Dialogue Tree / int_5e6d13a8 | comment |
Cat Tales: Early in the story, after Bruce Wayne attends Selena Kyle's one-woman show, he has a conversation with Dick Grayson, where he asks him, "Am I a self-absorbed, self-righteous inflexible prig?" | |
Dialogue Tree / int_5e6d13a8 | featureApplicability |
1.0 | |
Dialogue Tree / int_5e6d13a8 | featureConfidence |
1.0 | |
Cat Tales / Fan Fic | hasFeature |
Dialogue Tree / int_5e6d13a8 | |
Dialogue Tree / int_62c4e135 | type |
Dialogue Tree | |
Dialogue Tree / int_62c4e135 | comment |
The Broken Sword games also use icons instead of real text, and you can even talk about/use your inventory items in conversations. | |
Dialogue Tree / int_62c4e135 | featureApplicability |
1.0 | |
Dialogue Tree / int_62c4e135 | featureConfidence |
1.0 | |
Broken Sword (Video Game) | hasFeature |
Dialogue Tree / int_62c4e135 | |
Dialogue Tree / int_656a52a9 | type |
Dialogue Tree | |
Dialogue Tree / int_656a52a9 | comment |
Fahrenheit has perhaps a unique manner of conducting dialogues in real time! Every time you get only about 2 seconds to choose a line (neatly presented in forms of brief notions, like "tell truth" or "turn into a joke".) Fail to choose in time and the character will blurt out one of them at random. Spiritual successor Heavy Rain allows you to do the same. It even gives you Inner Monologue Trees when it comes to listening to your characters' thoughts! |
|
Dialogue Tree / int_656a52a9 | featureApplicability |
1.0 | |
Dialogue Tree / int_656a52a9 | featureConfidence |
1.0 | |
Fahrenheit (Video Game) | hasFeature |
Dialogue Tree / int_656a52a9 | |
Dialogue Tree / int_6715932e | type |
Dialogue Tree | |
Dialogue Tree / int_6715932e | comment |
The Judgement system from Spirit Hunter: NG is a variant, where Akira can occasionally pick between five expressions to react to a dialogue with, ranging from pissed to gleeful. If he reacts positively enough to a character, then extra information will be unlocked in their character bio. | |
Dialogue Tree / int_6715932e | featureApplicability |
1.0 | |
Dialogue Tree / int_6715932e | featureConfidence |
1.0 | |
Spirit Hunter: NG (Visual Novel) | hasFeature |
Dialogue Tree / int_6715932e | |
Dialogue Tree / int_699f37a1 | type |
Dialogue Tree | |
Dialogue Tree / int_699f37a1 | comment |
The officially sanctioned commercial mod for Silent Storm, Hammer and Sickle, frequently used them in storyline conversations. Player's stats occasionally impacted on the proceedings and the choices built up, leading to one of five endings. | |
Dialogue Tree / int_699f37a1 | featureApplicability |
1.0 | |
Dialogue Tree / int_699f37a1 | featureConfidence |
1.0 | |
Silent Storm (Video Game) | hasFeature |
Dialogue Tree / int_699f37a1 | |
Dialogue Tree / int_69aaa9cb | type |
Dialogue Tree | |
Dialogue Tree / int_69aaa9cb | comment |
Tomb Raider: The Angel of Darkness included this as one of the many RPG elements of the game. Notably, you will pretty much always end up with the same result no matter what options you choose, with only three exceptions: being too brusque with Carvier results in her not handing over the book (forcing Lara to find it herself), being too snarky to Bouchard results in him shooting Lara right there and then, and being rude to Luddick means you won't get a useful weapon until a level later. | |
Dialogue Tree / int_69aaa9cb | featureApplicability |
1.0 | |
Dialogue Tree / int_69aaa9cb | featureConfidence |
1.0 | |
TombRaiderAngelOfDarkness | hasFeature |
Dialogue Tree / int_69aaa9cb | |
Dialogue Tree / int_6c1d09b1 | type |
Dialogue Tree | |
Dialogue Tree / int_6c1d09b1 | comment |
Fallout is a masterwork of interlocking player character skills (and stats, advantages, and even equipment or clothing) with hidden twists and turns in the dialog trees. The most famous one, however, is low intelligence. A character with a sufficiently low intelligence is too stupid to actually possess a working knowledge of language. The game still possesses dialog trees, it just that they tend to all consist of options like: "Hunh," "Ugh," and "Mom?", with various characters in the game reacting to this utter idiot accordingly. Amazingly, the game is still playable, possessing a whole alternate dialog for the entire game, based around your character possessing the mental acumen of a somewhat clever dog. There are even quest resolutions that only exist with an abysmally low intelligence character. There is an interesting bug with the character Dane in the cathedral. The parser only prints the last few sentences of his dialogue before topic choices, rendering his conversation even more raving than displayed. His full dialogue is here. |
|
Dialogue Tree / int_6c1d09b1 | featureApplicability |
1.0 | |
Dialogue Tree / int_6c1d09b1 | featureConfidence |
1.0 | |
Fallout (Video Game) | hasFeature |
Dialogue Tree / int_6c1d09b1 | |
Dialogue Tree / int_6c1d09b2 | type |
Dialogue Tree | |
Dialogue Tree / int_6c1d09b2 | comment |
Fallout 2 had the simpleminded Torr Buckner in Klamath. If your PC is also simpleminded, meaning having low intellgence, you two can have an in-depth conversation, in which the subtitles are subtitled, as detailed in the dialogue file, here. | |
Dialogue Tree / int_6c1d09b2 | featureApplicability |
1.0 | |
Dialogue Tree / int_6c1d09b2 | featureConfidence |
1.0 | |
Fallout 2 (Video Game) | hasFeature |
Dialogue Tree / int_6c1d09b2 | |
Dialogue Tree / int_6c1d09b3 | type |
Dialogue Tree | |
Dialogue Tree / int_6c1d09b3 | comment |
Fallout 3 continues the tradition with conversation options for stats, skills, karma and even perk related dialogue. It also probably holds the record number of swearwords you can select in any game. | |
Dialogue Tree / int_6c1d09b3 | featureApplicability |
1.0 | |
Dialogue Tree / int_6c1d09b3 | featureConfidence |
1.0 | |
Fallout 3 (Video Game) | hasFeature |
Dialogue Tree / int_6c1d09b3 | |
Dialogue Tree / int_6c1d09b4 | type |
Dialogue Tree | |
Dialogue Tree / int_6c1d09b4 | comment |
Part of Fallout 4's Broken Base came from it taking a chainsaw to the series' traditional dialogue trees, so to speak. Instead of getting a list of responses to choose from, the player is given a Mass Effect-style dialogue wheel with one- or two-word labels that don't always let you know what your character is about to say, which can lead to frustration if the fully-voiced Sole Survivor misses the tone you were going for. Unlike Mass Effect, most of the choices don't affect the conversation's outcome, so that the player's response options boil down to "Yes," "Sarcastic Yes," "No (Yes)," and "What?" And just as critically, the only way to get alternate outcomes or persuade other characters is your Charisma stat, none of your other skills or perks come into play at all, with two or three exceptions during specific sidequests. The only thing your dialogue choices really impact is your current companion's opinion of you, with "nice" characters approving of polite or supportive responses, and others liking it when you're rude or dismissive. | |
Dialogue Tree / int_6c1d09b4 | featureApplicability |
1.0 | |
Dialogue Tree / int_6c1d09b4 | featureConfidence |
1.0 | |
Fallout 4 (Video Game) | hasFeature |
Dialogue Tree / int_6c1d09b4 | |
Dialogue Tree / int_6c5fd151 | type |
Dialogue Tree | |
Dialogue Tree / int_6c5fd151 | comment |
Bound by Flame had dialogues with every party member, which could be used to learn more about them or even unlock romance options. Dialogue options were also used to resolve the quests in a human or demonic way, leading up to the ending choice. | |
Dialogue Tree / int_6c5fd151 | featureApplicability |
1.0 | |
Dialogue Tree / int_6c5fd151 | featureConfidence |
1.0 | |
Bound by Flame (Video Game) | hasFeature |
Dialogue Tree / int_6c5fd151 | |
Dialogue Tree / int_708ae58b | type |
Dialogue Tree | |
Dialogue Tree / int_708ae58b | comment |
As depicted in the page image, Kria Soulstealer from Dan and Mab's Furry Adventures occasionally thinks like this. Being a demon, almost all of her dialog options involve violence, except for shopping. | |
Dialogue Tree / int_708ae58b | featureApplicability |
1.0 | |
Dialogue Tree / int_708ae58b | featureConfidence |
1.0 | |
Dan and Mab's Furry Adventures (Webcomic) | hasFeature |
Dialogue Tree / int_708ae58b | |
Dialogue Tree / int_7309ea2c | type |
Dialogue Tree | |
Dialogue Tree / int_7309ea2c | comment |
Once you've won a cup in F-Zero GX, your racer is taken into an interview room with F-Zero TV host Mr. Zero, where you choose what question he asks. The available questions change depending on your difficulty. | |
Dialogue Tree / int_7309ea2c | featureApplicability |
1.0 | |
Dialogue Tree / int_7309ea2c | featureConfidence |
1.0 | |
F-Zero GX (Video Game) | hasFeature |
Dialogue Tree / int_7309ea2c | |
Dialogue Tree / int_742af508 | type |
Dialogue Tree | |
Dialogue Tree / int_742af508 | comment |
One of the selling points of Grim Fandango is that it has "over 7,000 lines of revealing dialogue". | |
Dialogue Tree / int_742af508 | featureApplicability |
1.0 | |
Dialogue Tree / int_742af508 | featureConfidence |
1.0 | |
Grim Fandango (Video Game) | hasFeature |
Dialogue Tree / int_742af508 | |
Dialogue Tree / int_747a18bc | type |
Dialogue Tree | |
Dialogue Tree / int_747a18bc | comment |
Some dialogue in Battle for Wesnoth campaigns allows the player to choose what a character says, which could lead to something as big as a story branch or just whether a unit should pick up an item or not. | |
Dialogue Tree / int_747a18bc | featureApplicability |
1.0 | |
Dialogue Tree / int_747a18bc | featureConfidence |
1.0 | |
Battle for Wesnoth (Video Game) | hasFeature |
Dialogue Tree / int_747a18bc | |
Dialogue Tree / int_74f7210c | type |
Dialogue Tree | |
Dialogue Tree / int_74f7210c | comment |
Link from The Legend of Zelda is a strange case. Unlike everyone else in the series, he never gets a regular dialogue box, making him a Heroic Mime. He does, however, frequently get dialogue trees, ranging from a simple yes/no to humorous retorts. | |
Dialogue Tree / int_74f7210c | featureApplicability |
1.0 | |
Dialogue Tree / int_74f7210c | featureConfidence |
1.0 | |
The Legend of Zelda (Franchise) | hasFeature |
Dialogue Tree / int_74f7210c | |
Dialogue Tree / int_75a99717 | type |
Dialogue Tree | |
Dialogue Tree / int_75a99717 | comment |
Used in most adventure games. Sam & Max Hit the Road was unusual in that it replaced questions or topics with graphical icons representing things you could ask about. However, it changed over to the text system when Telltale Games started making a new episodic Sam & Max: Freelance Police game. Modern Tell Tale games all use dialogue trees, where you're almost always on a time limit for choosing your response. You also almost always can choose an ellipsis to remain silent. These games include: The Walking Dead (Telltale) (both seasons), The Wolf Among Us, Tales from the Borderlands and Game Of Thrones. Lampshaded in Reality 2.0. If you ask Sybil if it's any good, she says it's okay, provided you don't get stuck with some repetitive dialogue tree. If you ask Sybil if it's any good, she says it's okay, provided you don't get stuck with some repetitive dialogue tree. If you ask Sybil if it's any good, she says it's okay, provided you don't get stuck with some repetitive dialogue tree. Strong Bad's Cool Game for Attractive People, however, uses the picture system. |
|
Dialogue Tree / int_75a99717 | featureApplicability |
1.0 | |
Dialogue Tree / int_75a99717 | featureConfidence |
1.0 | |
Sam & Max Hit the Road / Videogame | hasFeature |
Dialogue Tree / int_75a99717 | |
Dialogue Tree / int_77bd8b89 | type |
Dialogue Tree | |
Dialogue Tree / int_77bd8b89 | comment |
A Tale of Two Kingdoms has standard dialogue trees, but with the added option to ask people "could you do something for me." This lets you ask the NPC you're speaking with to look at or touch anything in the room, which gives different results than if you do it yourself. | |
Dialogue Tree / int_77bd8b89 | featureApplicability |
1.0 | |
Dialogue Tree / int_77bd8b89 | featureConfidence |
1.0 | |
A Tale of Two Kingdoms (Video Game) | hasFeature |
Dialogue Tree / int_77bd8b89 | |
Dialogue Tree / int_7988cb68 | type |
Dialogue Tree | |
Dialogue Tree / int_7988cb68 | comment |
Mass Effect handles this in such a way that you can choose which option you want your character to say, before the current speaker has finished their line. It certainly helps to keep the flow of the conversation, and prevents most instances of a paused interruption. The game also put its own spin on the trope by having you choose only the general tone of Shepard's response, rather than the exact words. There's even one instance in the climax where you can convince the bad guy to commit suicide simply by using your wily, idealistic charms or your bed-wettingly preposterone-coated manliness. Actually two instances, but the second is much harder to accomplish, and requires consistent dialogue choices through the entire third game. |
|
Dialogue Tree / int_7988cb68 | featureApplicability |
1.0 | |
Dialogue Tree / int_7988cb68 | featureConfidence |
1.0 | |
Mass Effect (Franchise) | hasFeature |
Dialogue Tree / int_7988cb68 | |
Dialogue Tree / int_7c063ba4 | type |
Dialogue Tree | |
Dialogue Tree / int_7c063ba4 | comment |
The Oregon Trail | |
Dialogue Tree / int_7c063ba4 | featureApplicability |
1.0 | |
Dialogue Tree / int_7c063ba4 | featureConfidence |
1.0 | |
The Oregon Trail (Video Game) | hasFeature |
Dialogue Tree / int_7c063ba4 | |
Dialogue Tree / int_7d8c61a2 | type |
Dialogue Tree | |
Dialogue Tree / int_7d8c61a2 | comment |
The MMORPG Star Wars: The Old Republic features fully-voiced dialogue trees. | |
Dialogue Tree / int_7d8c61a2 | featureApplicability |
1.0 | |
Dialogue Tree / int_7d8c61a2 | featureConfidence |
1.0 | |
Star Wars: The Old Republic (Video Game) | hasFeature |
Dialogue Tree / int_7d8c61a2 | |
Dialogue Tree / int_7f49dfdb | type |
Dialogue Tree | |
Dialogue Tree / int_7f49dfdb | comment |
Devil Survivor has a number of these for every conversation, and while some won't matter or will just make you choose the other choice later, some have huge effects on story events. Speaking of story events, you choose which ones you do. So there's really a ton of possible ways to go through the game, regardless of there only being 5 (or 6, depending on who you ask) endings. | |
Dialogue Tree / int_7f49dfdb | featureApplicability |
1.0 | |
Dialogue Tree / int_7f49dfdb | featureConfidence |
1.0 | |
Devil Survivor (Video Game) | hasFeature |
Dialogue Tree / int_7f49dfdb | |
Dialogue Tree / int_7f5bc680 | type |
Dialogue Tree | |
Dialogue Tree / int_7f5bc680 | comment |
Used in the Fallout series, with some variation. Most dialogue uses a tree, but you also have the option to type in a keyword, which they will treat as a request for information about the topic, but most characters have few or no options. Later installments stripped out the keyword option. Fallout is a masterwork of interlocking player character skills (and stats, advantages, and even equipment or clothing) with hidden twists and turns in the dialog trees. The most famous one, however, is low intelligence. A character with a sufficiently low intelligence is too stupid to actually possess a working knowledge of language. The game still possesses dialog trees, it just that they tend to all consist of options like: "Hunh," "Ugh," and "Mom?", with various characters in the game reacting to this utter idiot accordingly. Amazingly, the game is still playable, possessing a whole alternate dialog for the entire game, based around your character possessing the mental acumen of a somewhat clever dog. There are even quest resolutions that only exist with an abysmally low intelligence character. There is an interesting bug with the character Dane in the cathedral. The parser only prints the last few sentences of his dialogue before topic choices, rendering his conversation even more raving than displayed. His full dialogue is here. Fallout 2 had the simpleminded Torr Buckner in Klamath. If your PC is also simpleminded, meaning having low intellgence, you two can have an in-depth conversation, in which the subtitles are subtitled, as detailed in the dialogue file, here. Fallout 3 continues the tradition with conversation options for stats, skills, karma and even perk related dialogue. It also probably holds the record number of swearwords you can select in any game. Fallout: New Vegas adds special dialogue choices for taking a Gay Option, which can even interact with the aforementioned low-intelligence options ("You too tense. It wrinkle your nice face."). There's also a Terrifying Presence perk that lets you interrupt a hostile dialogue with a Badass Boast that not only initiates combat, but sends your opponent running. Part of Fallout 4's Broken Base came from it taking a chainsaw to the series' traditional dialogue trees, so to speak. Instead of getting a list of responses to choose from, the player is given a Mass Effect-style dialogue wheel with one- or two-word labels that don't always let you know what your character is about to say, which can lead to frustration if the fully-voiced Sole Survivor misses the tone you were going for. Unlike Mass Effect, most of the choices don't affect the conversation's outcome, so that the player's response options boil down to "Yes," "Sarcastic Yes," "No (Yes)," and "What?" And just as critically, the only way to get alternate outcomes or persuade other characters is your Charisma stat, none of your other skills or perks come into play at all, with two or three exceptions during specific sidequests. The only thing your dialogue choices really impact is your current companion's opinion of you, with "nice" characters approving of polite or supportive responses, and others liking it when you're rude or dismissive. |
|
Dialogue Tree / int_7f5bc680 | featureApplicability |
1.0 | |
Dialogue Tree / int_7f5bc680 | featureConfidence |
1.0 | |
Fallout | hasFeature |
Dialogue Tree / int_7f5bc680 | |
Dialogue Tree / int_85256ddb | type |
Dialogue Tree | |
Dialogue Tree / int_85256ddb | comment |
Megami Tensei from 1987 | |
Dialogue Tree / int_85256ddb | featureApplicability |
1.0 | |
Dialogue Tree / int_85256ddb | featureConfidence |
1.0 | |
Megami Tensei (Video Game) | hasFeature |
Dialogue Tree / int_85256ddb | |
Dialogue Tree / int_856abcf2 | type |
Dialogue Tree | |
Dialogue Tree / int_856abcf2 | comment |
The Portopia Serial Murder Case from 1983 may possibly be the Ur-Example. | |
Dialogue Tree / int_856abcf2 | featureApplicability |
1.0 | |
Dialogue Tree / int_856abcf2 | featureConfidence |
1.0 | |
The Portopia Serial Murder Case (Visual Novel) | hasFeature |
Dialogue Tree / int_856abcf2 | |
Dialogue Tree / int_865b5c19 | type |
Dialogue Tree | |
Dialogue Tree / int_865b5c19 | comment |
In Runescape, this is the only way to communicate with an NPC, and frequently one must answer the correct string of choices. | |
Dialogue Tree / int_865b5c19 | featureApplicability |
1.0 | |
Dialogue Tree / int_865b5c19 | featureConfidence |
1.0 | |
RuneScape (Video Game) | hasFeature |
Dialogue Tree / int_865b5c19 | |
Dialogue Tree / int_86814cc3 | type |
Dialogue Tree | |
Dialogue Tree / int_86814cc3 | comment |
Final Fantasy II (the original, not IV) made use of this, something that was pretty revolutionary for its time, considering this was an 8-bit NES game from 1988. As you played, you would pick up special words used as branches that you could then ask other people about in various conversations. The tree only appeared when talking to specific people though (otherwise, they'd Welcome to Corneria you), and they were only programmed to respond to certain branches at certain times. This made it odd when you tried to talk to Princess Hilda near the endgame with a good 20 branches to choose from, and any besides 1 or 2 still currently relevant choices resulted in her just flinging a "?" at you. | |
Dialogue Tree / int_86814cc3 | featureApplicability |
1.0 | |
Dialogue Tree / int_86814cc3 | featureConfidence |
1.0 | |
Final Fantasy II (Video Game) | hasFeature |
Dialogue Tree / int_86814cc3 | |
Dialogue Tree / int_86814e56 | type |
Dialogue Tree | |
Dialogue Tree / int_86814e56 | comment |
Final Fantasy VI had a scene in which your characters would have a dinner party with Emperor Gestahl. During the dinner, you're called upon to respond to his prompts, such as who to toast at the start of dinner or what to do about the recently imprisoned Kefka. Depending on what you say, and how many soldiers you spoke to before dinner, you'd be rewarded with diplomatic gestures, such as imperial troops being withdrawn or gifts from the Emperor himself. | |
Dialogue Tree / int_86814e56 | featureApplicability |
1.0 | |
Dialogue Tree / int_86814e56 | featureConfidence |
1.0 | |
Final Fantasy VI (Video Game) | hasFeature |
Dialogue Tree / int_86814e56 | |
Dialogue Tree / int_88043b11 | type |
Dialogue Tree | |
Dialogue Tree / int_88043b11 | comment |
Somehow manages to turn up in a climactic level of World of Goo, despite it being, roughly, a puzzle game. Subsequently it gets a big Lampshade Hanging (see the quotes page). | |
Dialogue Tree / int_88043b11 | featureApplicability |
1.0 | |
Dialogue Tree / int_88043b11 | featureConfidence |
1.0 | |
World of Goo (Video Game) | hasFeature |
Dialogue Tree / int_88043b11 | |
Dialogue Tree / int_8a7c3e1b | type |
Dialogue Tree | |
Dialogue Tree / int_8a7c3e1b | comment |
In The Dame Was Loaded, they were used occasionally. Usually the differences were minor, but particularly bad decisions could lead to a Game Over. | |
Dialogue Tree / int_8a7c3e1b | featureApplicability |
1.0 | |
Dialogue Tree / int_8a7c3e1b | featureConfidence |
1.0 | |
The Dame Was Loaded (Video Game) | hasFeature |
Dialogue Tree / int_8a7c3e1b | |
Dialogue Tree / int_8cf6b0cf | type |
Dialogue Tree | |
Dialogue Tree / int_8cf6b0cf | comment |
The Fall: Last Days of Gaia had them, where they’re used to accept and reject quests, in general conversations, as well as make storyline choices. A common type of dilemma is whether to spare or execute one of the captured antagonists. | |
Dialogue Tree / int_8cf6b0cf | featureApplicability |
1.0 | |
Dialogue Tree / int_8cf6b0cf | featureConfidence |
1.0 | |
The Fall: Last Days of Gaia (Video Game) | hasFeature |
Dialogue Tree / int_8cf6b0cf | |
Dialogue Tree / int_8f6e4fe2 | type |
Dialogue Tree | |
Dialogue Tree / int_8f6e4fe2 | comment |
Neverend had dialogue trees with some good and evil responses. However, you got Good or Bad ending based on just one choice near the end of the game. Some unimportant dialogue in Vampire Hunters, which was developed by the same team. The game was so bugged, however, that text of your replies couldn't be read in resolutions higher than 1024 x 768. |
|
Dialogue Tree / int_8f6e4fe2 | featureApplicability |
1.0 | |
Dialogue Tree / int_8f6e4fe2 | featureConfidence |
1.0 | |
Neverend (Video Game) | hasFeature |
Dialogue Tree / int_8f6e4fe2 | |
Dialogue Tree / int_9058ad7e | type |
Dialogue Tree | |
Dialogue Tree / int_9058ad7e | comment |
Even the Terminator understands dialogue trees; in The Terminator, Arnie scrolls through one to answer someone asking "You got a dead cat in [your room] or what?". Out of a list that includes "Yes/No" and "Get lost", he picks the Precision F-Strike. | |
Dialogue Tree / int_9058ad7e | featureApplicability |
1.0 | |
Dialogue Tree / int_9058ad7e | featureConfidence |
1.0 | |
The Terminator | hasFeature |
Dialogue Tree / int_9058ad7e | |
Dialogue Tree / int_90ab3091 | type |
Dialogue Tree | |
Dialogue Tree / int_90ab3091 | comment |
A brief shot from Cecil the Waiter's POV in the Reboot episode "Quick and the Fed" shows him using one of these, with options that include, "Ahh... so nice to see you again sir", "Your usual table I presume?", and "Wait at the bar." | |
Dialogue Tree / int_90ab3091 | featureApplicability |
1.0 | |
Dialogue Tree / int_90ab3091 | featureConfidence |
1.0 | |
ReBoot | hasFeature |
Dialogue Tree / int_90ab3091 | |
Dialogue Tree / int_93e8b35e | type |
Dialogue Tree | |
Dialogue Tree / int_93e8b35e | comment |
One of the earliest games to attempt this was Windham Classics' Alice in Wonderland game. When conversing with a character, you had options like "Coax," "Tease," "Scold," and "What are you doing?" Picking the right answers yielded clues or items to advance. Angering one of the Wonderland residents would cause them to vanish for a few in-game hours. This being Wonderland, polite behavior wasn't always the best course of action. | |
Dialogue Tree / int_93e8b35e | featureApplicability |
1.0 | |
Dialogue Tree / int_93e8b35e | featureConfidence |
1.0 | |
AliceInWonderland | hasFeature |
Dialogue Tree / int_93e8b35e | |
Dialogue Tree / int_9ad1cbc | type |
Dialogue Tree | |
Dialogue Tree / int_9ad1cbc | comment |
Dialogues in Wonderland Adventures work like this. | |
Dialogue Tree / int_9ad1cbc | featureApplicability |
1.0 | |
Dialogue Tree / int_9ad1cbc | featureConfidence |
1.0 | |
Wonderland Adventures (Video Game) | hasFeature |
Dialogue Tree / int_9ad1cbc | |
Dialogue Tree / int_9d239f0a | type |
Dialogue Tree | |
Dialogue Tree / int_9d239f0a | comment |
Its sequel, Last Window, had one puzzle near the end based around a dialogue tree. You had to select the conversation options in a very specific order to prove Kyle knew what was going on. One mistake lead to a Game Over. | |
Dialogue Tree / int_9d239f0a | featureApplicability |
1.0 | |
Dialogue Tree / int_9d239f0a | featureConfidence |
1.0 | |
Last Window (Visual Novel) | hasFeature |
Dialogue Tree / int_9d239f0a | |
Dialogue Tree / int_9d34190a | type |
Dialogue Tree | |
Dialogue Tree / int_9d34190a | comment |
The Elder Scrolls: Daggerfall has a dialogue tree method that uses keywords and divides them into topics and regions of interest. Most information you will learn from these involve updating your town map with store names. Actual quest-based information is handled via a "shut up, I talk, you listen" approach. In Morrowind, you can choose what to talk about with NPCs in a dialogue tree, including "Lore", "Background", and "Race". NPC responses on one topic can contain the names of topics new to the player, allowing the player to select those new topics in dialogue with any NPC having a response to that topic. Certain classes (and individuals) have more responses available: priests will talk about the gods, and savants will talk about pretty much everything in the game. Additionally, some topics are region-based, and will appear in a given NPC's dialogue tree because they had spawned in that region of the game world. Thought nearly all of the game's dialogue is written, there are tens of thousands of lines available. Oblivion's version is limited in comparison, in large part due to the game switching to most spoken dialogue. Every character has at least a "Rumors" topic, and city dwellers can talk about their city. Guards will respond to queries about notorious thief Gray Fox and guard captain Heironymous Lex. Some topics are scripted to do things when chosen—for instance, beggars have the "Have a coin, beggar" option, which actually makes your character give them 1 gold. Contrasting with Morrowind, Non Player Characters tend to have occasional unique dialogue; though there are far fewer lines available due to, once again, the move to voicing the lines. Skyrim has a more traditional dialogue system, where you actually choose what your character says instead of just choosing a topic to talk about. |
|
Dialogue Tree / int_9d34190a | featureApplicability |
1.0 | |
Dialogue Tree / int_9d34190a | featureConfidence |
1.0 | |
The Elder Scrolls (Franchise) | hasFeature |
Dialogue Tree / int_9d34190a | |
Dialogue Tree / int_9f252d38 | type |
Dialogue Tree | |
Dialogue Tree / int_9f252d38 | comment |
Fully implemented for all conversations in Sanctuary RPG, with many choices intentionally lighthearted and making fun of traditional tropes. | |
Dialogue Tree / int_9f252d38 | featureApplicability |
1.0 | |
Dialogue Tree / int_9f252d38 | featureConfidence |
1.0 | |
Sanctuary RPG (Video Game) | hasFeature |
Dialogue Tree / int_9f252d38 | |
Dialogue Tree / int_a0290e6c | type |
Dialogue Tree | |
Dialogue Tree / int_a0290e6c | comment |
Dream High School has this, except it's mass interactive: readers vote/get in on a raffle for what happens at the beginning of the next page (and it can't be rescinded by loads or anything- ever). | |
Dialogue Tree / int_a0290e6c | featureApplicability |
1.0 | |
Dialogue Tree / int_a0290e6c | featureConfidence |
1.0 | |
Dream High School | hasFeature |
Dialogue Tree / int_a0290e6c | |
Dialogue Tree / int_a2c37f38 | type |
Dialogue Tree | |
Dialogue Tree / int_a2c37f38 | comment |
Planescape: Torment is built on this, it's used for virtually any interaction more complicated than opening a door or picking up an item, and when used in conversation the trees get obscenely long and elaborate, to the point that you spend far more time in them than actually exploring and/or fighting. Often you even have two identical dialog options, and the only difference is whether you're lying or not. | |
Dialogue Tree / int_a2c37f38 | featureApplicability |
1.0 | |
Dialogue Tree / int_a2c37f38 | featureConfidence |
1.0 | |
Planescape: Torment (Video Game) | hasFeature |
Dialogue Tree / int_a2c37f38 | |
Dialogue Tree / int_a4513724 | type |
Dialogue Tree | |
Dialogue Tree / int_a4513724 | comment |
Dex uses them during the conversations with all characters. All the replies are fully-voiced and more important decisions have explainer tags like [threaten] or [convince]. | |
Dialogue Tree / int_a4513724 | featureApplicability |
1.0 | |
Dialogue Tree / int_a4513724 | featureConfidence |
1.0 | |
Dex (Video Game) | hasFeature |
Dialogue Tree / int_a4513724 | |
Dialogue Tree / int_a5f98cbf | type |
Dialogue Tree | |
Dialogue Tree / int_a5f98cbf | comment |
In Monty Python's The Meaning of Life (the videogame) you have to complete a conversation using these; you get a Plot Coupon if you succeed. | |
Dialogue Tree / int_a5f98cbf | featureApplicability |
1.0 | |
Dialogue Tree / int_a5f98cbf | featureConfidence |
1.0 | |
Monty Python's The Meaning of Life | hasFeature |
Dialogue Tree / int_a5f98cbf | |
Dialogue Tree / int_a8a64abf | type |
Dialogue Tree | |
Dialogue Tree / int_a8a64abf | comment |
The Geneforge series makes use of dialogue trees as well. What you say can have an impact on your reputation (News Travels Fast). Putting points into the Leadership skill gives you more conversation options, making you better able to persuade people. | |
Dialogue Tree / int_a8a64abf | featureApplicability |
1.0 | |
Dialogue Tree / int_a8a64abf | featureConfidence |
1.0 | |
Geneforge (Video Game) | hasFeature |
Dialogue Tree / int_a8a64abf | |
Dialogue Tree / int_ab3a6a48 | type |
Dialogue Tree | |
Dialogue Tree / int_ab3a6a48 | comment |
Spiritual successor Heavy Rain allows you to do the same. It even gives you Inner Monologue Trees when it comes to listening to your characters' thoughts! | |
Dialogue Tree / int_ab3a6a48 | featureApplicability |
1.0 | |
Dialogue Tree / int_ab3a6a48 | featureConfidence |
1.0 | |
Heavy Rain (Video Game) | hasFeature |
Dialogue Tree / int_ab3a6a48 | |
Dialogue Tree / int_aedc983a | type |
Dialogue Tree | |
Dialogue Tree / int_aedc983a | comment |
In the Wing Commander series, Privateer had a primitive version of this, but it's mostly present in any of the FMV Games from Wing Commander III onwards. Indeed, the climax of Wing Commander IV: The Price of Freedom culminates in a debate on the floor of the senate. Make the right choices, and you can get the villain to admit to his plot in front of the Senate. Make the wrong choices, and you'll get arrested for treason and the Senate will vote for war with the Border Worlds Union. | |
Dialogue Tree / int_aedc983a | featureApplicability |
1.0 | |
Dialogue Tree / int_aedc983a | featureConfidence |
1.0 | |
Wing Commander (Video Game) | hasFeature |
Dialogue Tree / int_aedc983a | |
Dialogue Tree / int_b0666b59 | type |
Dialogue Tree | |
Dialogue Tree / int_b0666b59 | comment |
Games in the Neverwinter Nights series used them efficiently. The best example was the episode where the player gets tried before court, and needs to seriously use their wits to avoid unfortunate consequences. | |
Dialogue Tree / int_b0666b59 | featureApplicability |
1.0 | |
Dialogue Tree / int_b0666b59 | featureConfidence |
1.0 | |
Neverwinter Nights (Video Game) | hasFeature |
Dialogue Tree / int_b0666b59 | |
Dialogue Tree / int_b5a2b326 | type |
Dialogue Tree | |
Dialogue Tree / int_b5a2b326 | comment |
In Morrowind, you can choose what to talk about with NPCs in a dialogue tree, including "Lore", "Background", and "Race". NPC responses on one topic can contain the names of topics new to the player, allowing the player to select those new topics in dialogue with any NPC having a response to that topic. Certain classes (and individuals) have more responses available: priests will talk about the gods, and savants will talk about pretty much everything in the game. Additionally, some topics are region-based, and will appear in a given NPC's dialogue tree because they had spawned in that region of the game world. Thought nearly all of the game's dialogue is written, there are tens of thousands of lines available. | |
Dialogue Tree / int_b5a2b326 | featureApplicability |
1.0 | |
Dialogue Tree / int_b5a2b326 | featureConfidence |
1.0 | |
The Elder Scrolls III: Morrowind (Video Game) | hasFeature |
Dialogue Tree / int_b5a2b326 | |
Dialogue Tree / int_b8e5dfd9 | type |
Dialogue Tree | |
Dialogue Tree / int_b8e5dfd9 | comment |
Disco Elysium goes as far as lampshade the game's use of them by Leaning on the Fourth Wall, as being a sign of the Player Character's insanity. In a dream the Player Character meets his ex-fiance Dora, and she calls him out on always structuring his conversations like this: | |
Dialogue Tree / int_b8e5dfd9 | featureApplicability |
1.0 | |
Dialogue Tree / int_b8e5dfd9 | featureConfidence |
1.0 | |
Disco Elysium (Video Game) | hasFeature |
Dialogue Tree / int_b8e5dfd9 | |
Dialogue Tree / int_b8eb4fe5 | type |
Dialogue Tree | |
Dialogue Tree / int_b8eb4fe5 | comment |
The Sakura Wars series has a variation. You usually have a time limit to choose from the dialogue choices given to you; if you didn't pick anything before time ran out, the character you were talking to would treat it as the player character deliberately remaining silent. (This wasn't necessarily a bad thing.) Sometimes, additional options would appear halfway through the countdown. The Love Hina GBA game does pretty much the same thing. |
|
Dialogue Tree / int_b8eb4fe5 | featureApplicability |
1.0 | |
Dialogue Tree / int_b8eb4fe5 | featureConfidence |
1.0 | |
Sakura Wars (Video Game) | hasFeature |
Dialogue Tree / int_b8eb4fe5 | |
Dialogue Tree / int_b98da5d2 | type |
Dialogue Tree | |
Dialogue Tree / int_b98da5d2 | comment |
The Love Hina GBA game does pretty much the same thing. | |
Dialogue Tree / int_b98da5d2 | featureApplicability |
1.0 | |
Dialogue Tree / int_b98da5d2 | featureConfidence |
1.0 | |
Love Hina (Manga) | hasFeature |
Dialogue Tree / int_b98da5d2 | |
Dialogue Tree / int_bb2b811a | type |
Dialogue Tree | |
Dialogue Tree / int_bb2b811a | comment |
Divine Divinity had offered lots of frequently silly dialogue choices that often didn't do anything important. Beyond Divinity continued the tradition, and the two paired characters (literally chained by their souls) frequently commented on each other's replies during dialogue. Divinity II: The Dragon Knight Saga had a single playable character, but his mind reading ability frequently unlocked bonus options in dialogue (including multiple quest resolutions).Divinity: Original Sin again had two player characters, and if you're not playing in co-op, they would argue against each other through dialogue trees, with rock-paper-scissors minigame used to resolve their arguments. | |
Dialogue Tree / int_bb2b811a | featureApplicability |
1.0 | |
Dialogue Tree / int_bb2b811a | featureConfidence |
1.0 | |
Divine Divinity (Video Game) | hasFeature |
Dialogue Tree / int_bb2b811a | |
Dialogue Tree / int_bca72091 | type |
Dialogue Tree | |
Dialogue Tree / int_bca72091 | comment |
Animal Crossing uses this at the very beginning, when you talk with Rover. This will determine your face (which you can't change). In Wild World and City Folk, this also can determine your hairstyle at Harriet's salon. Thankfully, you can change it if you don't like the style or the color. | |
Dialogue Tree / int_bca72091 | featureApplicability |
1.0 | |
Dialogue Tree / int_bca72091 | featureConfidence |
1.0 | |
AnimalCrossing | hasFeature |
Dialogue Tree / int_bca72091 | |
Dialogue Tree / int_c05bc221 | type |
Dialogue Tree | |
Dialogue Tree / int_c05bc221 | comment |
Used in several Jump Start games, notably JumpStart Adventures 4th Grade: Sapphire Falls and JumpStart Adventures 5th Grade: Jo Hammet, Kid Detective | |
Dialogue Tree / int_c05bc221 | featureApplicability |
1.0 | |
Dialogue Tree / int_c05bc221 | featureConfidence |
1.0 | |
Jump Start (Video Game) | hasFeature |
Dialogue Tree / int_c05bc221 | |
Dialogue Tree / int_c0d1e84c | type |
Dialogue Tree | |
Dialogue Tree / int_c0d1e84c | comment |
They're present in Venetica in a simple "good-evil-neutral" format, and rarely impact on anything. | |
Dialogue Tree / int_c0d1e84c | featureApplicability |
1.0 | |
Dialogue Tree / int_c0d1e84c | featureConfidence |
1.0 | |
Venetica (Video Game) | hasFeature |
Dialogue Tree / int_c0d1e84c | |
Dialogue Tree / int_c25b78e4 | type |
Dialogue Tree | |
Dialogue Tree / int_c25b78e4 | comment |
Albion has universal standard options (eg. you can ask most people what their profession is), a key word system (mostly used for finding about the local culture, but sometimes to advance the plot), and only occasionally actual lines you can choose - and even more rarely more than one that are genuine alternatives. Aside from the smoothness of finding out about local gossip and cultures by asking just about anyone without having to have dialogue options to do that with, this doesn't help avoid any of the problems. | |
Dialogue Tree / int_c25b78e4 | featureApplicability |
1.0 | |
Dialogue Tree / int_c25b78e4 | featureConfidence |
1.0 | |
Albion (Video Game) | hasFeature |
Dialogue Tree / int_c25b78e4 | |
Dialogue Tree / int_c34f83b2 | type |
Dialogue Tree | |
Dialogue Tree / int_c34f83b2 | comment |
Invoked in Danganronpa 2: Goodbye Despair. During Chiaki's final free time event, she hands you a piece of paper with the dialogue options on it. She has a hard time actually falling in love, so she's treating this outing like it were a Dating Sim... which she is terrible at. | |
Dialogue Tree / int_c34f83b2 | featureApplicability |
1.0 | |
Dialogue Tree / int_c34f83b2 | featureConfidence |
1.0 | |
Danganronpa 2: Goodbye Despair (Visual Novel) | hasFeature |
Dialogue Tree / int_c34f83b2 | |
Dialogue Tree / int_c9e76465 | type |
Dialogue Tree | |
Dialogue Tree / int_c9e76465 | comment |
Molester Man: After playing countless Dating Sims, Molester Man can come up with three possible answers in any situation (though he can't always pick the best one). | |
Dialogue Tree / int_c9e76465 | featureApplicability |
1.0 | |
Dialogue Tree / int_c9e76465 | featureConfidence |
1.0 | |
Molester Man (Manga) | hasFeature |
Dialogue Tree / int_c9e76465 | |
Dialogue Tree / int_cb1d762a | type |
Dialogue Tree | |
Dialogue Tree / int_cb1d762a | comment |
In Poptropica, both player-to-computer and player-to-player conversation takes this form, the main idea being to prevent bad language and such. | |
Dialogue Tree / int_cb1d762a | featureApplicability |
1.0 | |
Dialogue Tree / int_cb1d762a | featureConfidence |
1.0 | |
Poptropica (Video Game) | hasFeature |
Dialogue Tree / int_cb1d762a | |
Dialogue Tree / int_cbe6f643 | type |
Dialogue Tree | |
Dialogue Tree / int_cbe6f643 | comment |
Prince of Qin generally had a few choices at the beginning of each conversation, before the trees turned into a single branch without choice. Your choices did impact on the storyline, though, and eventually led to one of the several endings. | |
Dialogue Tree / int_cbe6f643 | featureApplicability |
1.0 | |
Dialogue Tree / int_cbe6f643 | featureConfidence |
1.0 | |
Prince of Qin (Video Game) | hasFeature |
Dialogue Tree / int_cbe6f643 | |
Dialogue Tree / int_ce0a9b84 | type |
Dialogue Tree | |
Dialogue Tree / int_ce0a9b84 | comment |
The main character of My Mental Choices Are Completely Interfering with My School Romantic Comedy is periodically given two options he has to choose between, presented to him as if they were options in a Dialogue Tree. Almost always one option is embarrassing, humiliating or perverse, with the second option being even worse, and he can't Take a Third Option since he gets a splitting headache until he chooses. | |
Dialogue Tree / int_ce0a9b84 | featureApplicability |
1.0 | |
Dialogue Tree / int_ce0a9b84 | featureConfidence |
1.0 | |
My Mental Choices Are... | hasFeature |
Dialogue Tree / int_ce0a9b84 | |
Dialogue Tree / int_d475ebbd | type |
Dialogue Tree | |
Dialogue Tree / int_d475ebbd | comment |
Mitsumete Knight R: Daibouken Hen, a game from Sakura Wars's creators Red Entertainment, does the same time limit variation of the trope described in the Sakura Taisen entry above, during the World Travelling sequences. | |
Dialogue Tree / int_d475ebbd | featureApplicability |
1.0 | |
Dialogue Tree / int_d475ebbd | featureConfidence |
1.0 | |
Mitsumete Knight (Video Game) | hasFeature |
Dialogue Tree / int_d475ebbd | |
Dialogue Tree / int_d4f68ddc | type |
Dialogue Tree | |
Dialogue Tree / int_d4f68ddc | comment |
Done in the Exile series. Then, in the original Nethergate, it was made something like a webpage, with certain words you could ask about highlighted. In order to ask about something, you click on a word. The remakes (Avernum series and Nethergate: Resurrection) use a conventional dialogue tree, though. | |
Dialogue Tree / int_d4f68ddc | featureApplicability |
1.0 | |
Dialogue Tree / int_d4f68ddc | featureConfidence |
1.0 | |
Exile (Video Game) | hasFeature |
Dialogue Tree / int_d4f68ddc | |
Dialogue Tree / int_d50b2a66 | type |
Dialogue Tree | |
Dialogue Tree / int_d50b2a66 | comment |
Metalheart: Replicants Rampage had them, but they were only used to ask questions and rarely impacted on anything. | |
Dialogue Tree / int_d50b2a66 | featureApplicability |
1.0 | |
Dialogue Tree / int_d50b2a66 | featureConfidence |
1.0 | |
Metalheart Replicants Rampage (Video Game) | hasFeature |
Dialogue Tree / int_d50b2a66 | |
Dialogue Tree / int_d5ae7c20 | type |
Dialogue Tree | |
Dialogue Tree / int_d5ae7c20 | comment |
Done in a hidden way in Ultima IV. The player could type in ANYTHING they wanted to, to any NPC - as long as it was one word. The only three words that all NPCs were guaranteed to respond to were "Name" "Job" and "Bye". Occasionally a NPC in their dialog would let slip a subject that you could then bring up to another NPC - who would then reveal some useful bit of information about that subject. Sometimes an NPC would ask the player a question, to which you could reply, usually with 'yes' or 'no'. By Ultima VII the series had switched to a more conventional dialog ree. Ultima VII goes so far as to lampshade the U4 dialog options. Talking to the troupe of the Britannia Theatre Company in Britain gives you an opportunity to be an understudy for the role of, all things, The Avatar in their upcoming production. The only lines you're given are "Name", "Job" and "Bye" and to add insult to injury, you get told you're not convincing enough for the role. |
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Dialogue Tree / int_d5ae7c20 | featureApplicability |
1.0 | |
Dialogue Tree / int_d5ae7c20 | featureConfidence |
1.0 | |
Ultima IV (Video Game) | hasFeature |
Dialogue Tree / int_d5ae7c20 | |
Dialogue Tree / int_dda6d9d | type |
Dialogue Tree | |
Dialogue Tree / int_dda6d9d | comment |
Culpa Innata had highly prominent dialogue trees in practically every conversation. You were expected to use these in order to interrogate the various suspects in your way, but other people could also be talked to at any times, which impacted Phoenix's Human Development Score, and consequently, the ending. | |
Dialogue Tree / int_dda6d9d | featureApplicability |
1.0 | |
Dialogue Tree / int_dda6d9d | featureConfidence |
1.0 | |
Culpa Innata (Video Game) | hasFeature |
Dialogue Tree / int_dda6d9d | |
Dialogue Tree / int_e0213763 | type |
Dialogue Tree | |
Dialogue Tree / int_e0213763 | comment |
Ultima VII goes so far as to lampshade the U4 dialog options. Talking to the troupe of the Britannia Theatre Company in Britain gives you an opportunity to be an understudy for the role of, all things, The Avatar in their upcoming production. The only lines you're given are "Name", "Job" and "Bye" and to add insult to injury, you get told you're not convincing enough for the role. | |
Dialogue Tree / int_e0213763 | featureApplicability |
1.0 | |
Dialogue Tree / int_e0213763 | featureConfidence |
1.0 | |
Ultima VII (Video Game) | hasFeature |
Dialogue Tree / int_e0213763 | |
Dialogue Tree / int_e10f4f08 | type |
Dialogue Tree | |
Dialogue Tree / int_e10f4f08 | comment |
An interesting version occurs in Castles (and would've been a subversion, if the game hadn't been as old as the trope itself!). While building your massive castles, you are occasionally interrupted by a scene of one of your subjects (be it a knight, bishop, peasant, etc.) coming to you with news, threats or advice. The scene consists of some narration and the text spoken by your audience, after which you get to choose from one of three optional responses. The trick is that after your respond, the game goes back to the castle-building mode as though nothing happened. You are then left to pretty much obsess over what implications your decision may have. About 10-15 minutes later, another cutscene/dialogue will trigger, possibly continuing the same plotline from before taking your previous decision into account, or it may be a completely different person starting a new dialogue tree! Some of these "side-events" can continue over a few "years" of game-time, and some can even be circular: going back to square every few cutscenes until you can figure out a way to resolve the situation for good. Of course, some of the choices in certain dialogues will lead to instant battles, and many of these are the most difficult battles you'll face in the game. At other times, a dialogue option can cause half your laborers to leave the building site, or other such dreaded scenarios. | |
Dialogue Tree / int_e10f4f08 | featureApplicability |
1.0 | |
Dialogue Tree / int_e10f4f08 | featureConfidence |
1.0 | |
Castles (Video Game) | hasFeature |
Dialogue Tree / int_e10f4f08 | |
Dialogue Tree / int_e144ba19 | type |
Dialogue Tree | |
Dialogue Tree / int_e144ba19 | comment |
Dragon Age II changes to a Mass Effect dialogue wheel that came with tone indicators, usually correlating to a diplomatic, sarcastic, or aggressive attitude. These choices gradually affected the player character's personality; e.g., choosing snarky options frequently would make Hawke more sarcastic in their dialogue that wasn't chosen by the player. | |
Dialogue Tree / int_e144ba19 | featureApplicability |
1.0 | |
Dialogue Tree / int_e144ba19 | featureConfidence |
1.0 | |
Dragon Age II (Video Game) | hasFeature |
Dialogue Tree / int_e144ba19 | |
Dialogue Tree / int_e5feb1e | type |
Dialogue Tree | |
Dialogue Tree / int_e5feb1e | comment |
The Ace Attorney series uses this from time to time, usually in court, where you have to point out a murder method or decide something. Sometimes the choices are fake outs and you can only go in one direction anyway, which has led to at least one idiotic moment. | |
Dialogue Tree / int_e5feb1e | featureApplicability |
1.0 | |
Dialogue Tree / int_e5feb1e | featureConfidence |
1.0 | |
Ace Attorney (Franchise) | hasFeature |
Dialogue Tree / int_e5feb1e | |
Dialogue Tree / int_e7bbbfd3 | type |
Dialogue Tree | |
Dialogue Tree / int_e7bbbfd3 | comment |
Subverted in Last Word. Every time you talk to someone you begin with a choice of Gossip, Chatter, Discourse and Leave. Chatter will have the other character automatically say whatever they want to talk about, and Whitty will occasionally reply, also automatically. Gossip is similar, but you pick one of the key topics (Chatter Estate, Private Prattle or St. Lauden's Military) through a separate menu before approaching a person. Last but not least, Discourse leads to the argument minigame that is the game's selling point. No actual words are shown on screen; instead, Whitty and her current conversation partner first attract attention by being Disruptive, then use Submissive phrases to build up Tact, which, counter-intuitively, allows them to use Aggressive options in order to efficiently push the argument slider in their favour and thus win it. (being aggressive and tactless is prohibited because you're at an upper-class party). Those three main options can each be said in a Subtle, Normal or Overt way, which has slight tactical differences but allows you to get the opponent angrier (and thus more suspectible to Aggressive option) by countering their type of response in a rock-paper-scissors element. |
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Dialogue Tree / int_e7bbbfd3 | featureApplicability |
-0.3 | |
Dialogue Tree / int_e7bbbfd3 | featureConfidence |
1.0 | |
Last Word (Video Game) | hasFeature |
Dialogue Tree / int_e7bbbfd3 | |
Dialogue Tree / int_ea91a4bf | type |
Dialogue Tree | |
Dialogue Tree / int_ea91a4bf | comment |
Daggerfall has a dialogue tree method that uses keywords and divides them into topics and regions of interest. Most information you will learn from these involve updating your town map with store names. Actual quest-based information is handled via a "shut up, I talk, you listen" approach. | |
Dialogue Tree / int_ea91a4bf | featureApplicability |
1.0 | |
Dialogue Tree / int_ea91a4bf | featureConfidence |
1.0 | |
The Elder Scrolls II: Daggerfall (Video Game) | hasFeature |
Dialogue Tree / int_ea91a4bf | |
Dialogue Tree / int_ecd2d797 | type |
Dialogue Tree | |
Dialogue Tree / int_ecd2d797 | comment |
Baldur's Gate was the first BioWare game to use them, and a beginning of a fine trend for the studio. While the original didn't use them too often, they became far more prominent in the sequel, as player's party members were much deeper and gained their own sidequests, and there were more opportunities for conversation in general. | |
Dialogue Tree / int_ecd2d797 | featureApplicability |
1.0 | |
Dialogue Tree / int_ecd2d797 | featureConfidence |
1.0 | |
Baldur's Gate (Video Game) | hasFeature |
Dialogue Tree / int_ecd2d797 | |
Dialogue Tree / int_efceef73 | type |
Dialogue Tree | |
Dialogue Tree / int_efceef73 | comment |
The Sims Medieval has popups with two options that your Sim can say; sometimes it really is choosing between a nice option and a mean option, but sometimes you can just choose what you like better and get the same reaction. One pirate quest has insult trees, where you're supposed to win an insult duel with a pirate, so both of the options are nasty. (Like any other Sim game there are also the pie menus in normal social interaction, which can include fairly specific things like "Joke About Dragons," "Imply Mother Is A Llama" and "Pontificate Poignantly.") | |
Dialogue Tree / int_efceef73 | featureApplicability |
1.0 | |
Dialogue Tree / int_efceef73 | featureConfidence |
1.0 | |
The Sims Medieval / Videogame | hasFeature |
Dialogue Tree / int_efceef73 | |
Dialogue Tree / int_f2012c59 | type |
Dialogue Tree | |
Dialogue Tree / int_f2012c59 | comment |
Clarence's Big Chance: During the date. | |
Dialogue Tree / int_f2012c59 | featureApplicability |
1.0 | |
Dialogue Tree / int_f2012c59 | featureConfidence |
1.0 | |
Clarence's Big Chance (Video Game) | hasFeature |
Dialogue Tree / int_f2012c59 | |
Dialogue Tree / int_f6a54e75 | type |
Dialogue Tree | |
Dialogue Tree / int_f6a54e75 | comment |
In the first Kingdom Hearts you are asked three questions at the very beginning. How you answer them will determine how hard or easy the game is. In both games there is a similar situation where you must choose various weapons and skills to determine how you will level up and what sort of combat you want to focus on. | |
Dialogue Tree / int_f6a54e75 | featureApplicability |
1.0 | |
Dialogue Tree / int_f6a54e75 | featureConfidence |
1.0 | |
Kingdom Hearts (Franchise) | hasFeature |
Dialogue Tree / int_f6a54e75 | |
Dialogue Tree / int_f85df5ad | type |
Dialogue Tree | |
Dialogue Tree / int_f85df5ad | comment |
Sonic Chronicles: The Dark Brotherhood uses icons to represent the attitude with which you respond. You usually get a couple of on-topic or topic-introduction options, and a snark or two. | |
Dialogue Tree / int_f85df5ad | featureApplicability |
1.0 | |
Dialogue Tree / int_f85df5ad | featureConfidence |
1.0 | |
Sonic Chronicles (Video Game) | hasFeature |
Dialogue Tree / int_f85df5ad | |
Dialogue Tree / int_f99cb963 | type |
Dialogue Tree | |
Dialogue Tree / int_f99cb963 | comment |
Gunpoint lets you choose between being serious and professional or being a Deadpan Snarker pretty much every time you get to talk. It has no real bearing on anything gameplay- or storyline-wise, but making conversations go in a typical internet fashion is kinda nice. At one point you get an option prefaced with "(Lie)". If you pick it, the character you are speaking to will mention how you put (Lie) in front of all your lies. |
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Dialogue Tree / int_f99cb963 | featureApplicability |
1.0 | |
Dialogue Tree / int_f99cb963 | featureConfidence |
1.0 | |
Gunpoint (Video Game) | hasFeature |
Dialogue Tree / int_f99cb963 | |
Dialogue Tree / int_faf84cd | type |
Dialogue Tree | |
Dialogue Tree / int_faf84cd | comment |
Both Vampire: The Masquerade games have this. In the sequel, dialogue which makes use of particular skills or vampiric disciplines would be coloured accordingly. More than that, like the Fallout example above this game contains an entire alternate dialogue script for the whole game. In the world of Vampire, the Malkavians are cursed with a different, random insanity for each of those turned. Appropriately, while playing as a Malkavian all of the dialogue responses are changed to nonsensical statements and observations that either make no sense, or are allusions to information that you as the player don't have yet. In addition, if playing a Malkavian then sometimes during dialogue trees the background audio of the game will involve quite voices whispering information to the player. There are even a few alternate voiced statements from NPC's reacting to how crazy and creepy you are. |
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Dialogue Tree / int_faf84cd | featureApplicability |
1.0 | |
Dialogue Tree / int_faf84cd | featureConfidence |
1.0 | |
Vampire: The Masquerade - Bloodlines (Video Game) | hasFeature |
Dialogue Tree / int_faf84cd | |
Dialogue Tree / int_fd5664bc | type |
Dialogue Tree | |
Dialogue Tree / int_fd5664bc | comment |
Due to its low budget, Of Orcs and Men usually had only two choices presented during its dialogues, and these often fell into But Thou Must!. On the other hand, these options were also always in character and did a lot to fill in the otherwise sketchy lore and character details. | |
Dialogue Tree / int_fd5664bc | featureApplicability |
1.0 | |
Dialogue Tree / int_fd5664bc | featureConfidence |
1.0 | |
Of Orcs and Men (Video Game) | hasFeature |
Dialogue Tree / int_fd5664bc | |
Dialogue Tree / int_fe92b338 | type |
Dialogue Tree | |
Dialogue Tree / int_fe92b338 | comment |
Tales of Xillia 2 has much more of this then the previous games in the series, for the sake of putting the player into Ludger's shoes. | |
Dialogue Tree / int_fe92b338 | featureApplicability |
1.0 | |
Dialogue Tree / int_fe92b338 | featureConfidence |
1.0 | |
Tales of Xillia 2 (Video Game) | hasFeature |
Dialogue Tree / int_fe92b338 |
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