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Dialogue Tree

 Dialogue Tree
type
FeatureClass
 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!
 Dialogue Tree
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2024-02-19T15:46:36Z
 Dialogue Tree
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2024-02-19T15:46:36Z
 Dialogue Tree
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 Dialogue Tree
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 Dialogue Tree
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 Dialogue Tree
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Arcanum
 Dialogue Tree
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TheDig1995
 Dialogue Tree
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DBTropes
 Dialogue Tree / int_1133352a
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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".
 Dialogue Tree / int_1133352a
featureApplicability
1.0
 Dialogue Tree / int_1133352a
featureConfidence
1.0
 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
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1.0
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Dialogue Tree / int_12ce6b61
 Dialogue Tree / int_1377df
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Dialogue Tree
 Dialogue Tree / int_1377df
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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
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1.0
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 Terminator 2: Judgment Day
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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
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1.0
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 X-Men Legends (Video Game)
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Dialogue Tree / int_14004ff5
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Dialogue Tree
 Dialogue Tree / int_148f217e
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Nancy Drew games rely on this trope for the most part when you need to have a conversation with someone.
 Dialogue Tree / int_148f217e
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1.0
 Dialogue Tree / int_148f217e
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1.0
 Nancy Drew (Video Game)
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Dialogue Tree / int_148f217e
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Dialogue Tree
 Dialogue Tree / int_172f3c5c
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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
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1.0
 Dialogue Tree / int_172f3c5c
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 Buried: An Interactive Story (Video Game)
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Dialogue Tree / int_172f3c5c
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Dialogue Tree
 Dialogue Tree / int_1aacbbc9
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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
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1.0
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1.0
 Dragon Age (Franchise)
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Dialogue Tree / int_1aacbbc9
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Dialogue Tree
 Dialogue Tree / int_1bd50d20
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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
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1.0
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 Randal's Monday (Video Game)
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Dialogue Tree / int_1bd50d20
 Dialogue Tree / int_2c82b878
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Dialogue Tree
 Dialogue Tree / int_2c82b878
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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
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1.0
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Dialogue Tree / int_2c82b878
 Dialogue Tree / int_2e2ada67
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Dialogue Tree
 Dialogue Tree / int_2e2ada67
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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
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1.0
 Dialogue Tree / int_2e2ada67
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 Okage: Shadow King (Video Game)
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Dialogue Tree / int_2e2ada67
 Dialogue Tree / int_2ece28f3
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Dialogue Tree
 Dialogue Tree / int_2ece28f3
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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
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1.0
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 Emily Is Away (Video Game)
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Dialogue Tree / int_2ece28f3
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Dialogue Tree
 Dialogue Tree / int_303f74a5
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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
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 When They Cry (Franchise)
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Dialogue Tree / int_303f74a5
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Dialogue Tree
 Dialogue Tree / int_3499459d
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The Another Code games use these as well.
 Dialogue Tree / int_3499459d
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1.0
 Dialogue Tree / int_3499459d
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 Another Code (Video Game)
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Dialogue Tree / int_3499459d
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Dialogue Tree
 Dialogue Tree / int_34e0e9fc
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Strong Bad's Cool Game for Attractive People, however, uses the picture system.
 Dialogue Tree / int_34e0e9fc
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1.0
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 Strong Bad's Cool Game for Attractive People (Video Game)
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Dialogue Tree / int_34e0e9fc
 Dialogue Tree / int_37419634
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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
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1.0
 Dialogue Tree / int_37419634
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 Discworld Noir (Video Game)
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Dialogue Tree / int_37419634
 Dialogue Tree / int_39696bda
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Dialogue Tree
 Dialogue Tree / int_39696bda
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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
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1.0
 Dialogue Tree / int_39696bda
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 Dead State (Video Game)
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Dialogue Tree / int_39696bda
 Dialogue Tree / int_3af00989
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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
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1.0
 Dialogue Tree / int_3af00989
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1.0
 911 Operator (Video Game)
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Dialogue Tree / int_3af00989
 Dialogue Tree / int_3b08dfc9
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Dialogue Tree
 Dialogue Tree / int_3b08dfc9
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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
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1.0
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 Pillars of Eternity (Video Game)
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Dialogue Tree / int_3b08dfc9
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Dialogue Tree
 Dialogue Tree / int_3bca8e9c
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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
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1.0
 Dialogue Tree / int_3bca8e9c
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 Gene Troopers (Video Game)
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Dialogue Tree / int_3bca8e9c
 Dialogue Tree / int_3d776ce3
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Dialogue Tree
 Dialogue Tree / int_3d776ce3
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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
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1.0
 Dialogue Tree / int_3d776ce3
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 Alpha Protocol (Video Game)
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Dialogue Tree / int_3d776ce3
 Dialogue Tree / int_40d6c06a
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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
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1.0
 Dialogue Tree / int_40d6c06a
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 Rise of the Argonauts (Video Game)
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Dialogue Tree / int_40d6c06a
 Dialogue Tree / int_41352473
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Dialogue Tree
 Dialogue Tree / int_41352473
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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
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1.0
 Dialogue Tree / int_41352473
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 Excel♡Saga
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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
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1.0
 Dialogue Tree / int_42dcaf37
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 Growing Up (Video Game)
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Dialogue Tree / int_42dcaf37
 Dialogue Tree / int_43f52aa9
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Dialogue Tree
 Dialogue Tree / int_43f52aa9
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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
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1.0
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 The Elder Scrolls IV: Oblivion (Video Game)
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Dialogue Tree / int_43f52aa9
 Dialogue Tree / int_44ebe34f
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Dialogue Tree
 Dialogue Tree / int_44ebe34f
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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
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1.0
 Dialogue Tree / int_44ebe34f
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1.0
 Haven (2020) (Video Game)
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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
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1.0
 Dialogue Tree / int_455ede40
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1.0
 Super Paper Mario (Video Game)
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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
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1.0
 Dialogue Tree / int_468bebb0
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1.0
 Discworld
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Dialogue Tree / int_468bebb0
 Dialogue Tree / int_48a567d8
type
Dialogue Tree
 Dialogue Tree / int_48a567d8
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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
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1.0
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 Vampire Hunters (Video Game)
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Dialogue Tree / int_48a567d8
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Dialogue Tree
 Dialogue Tree / int_4c0debc2
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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.
 Dialogue Tree / int_4c0debc2
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1.0
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 Hotel Dusk: Room 215 (Visual Novel)
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Dialogue Tree / int_4c0debc2
 Dialogue Tree / int_4c2f51af
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Dialogue Tree
 Dialogue Tree / int_4c2f51af
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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
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1.0
 Dialogue Tree / int_4c2f51af
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 Beast Wars: Uprising (Comic Book)
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Dialogue Tree / int_4c2f51af
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Dialogue Tree
 Dialogue Tree / int_526d4c5c
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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
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1.0
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 Knights of the Old Republic (Video Game)
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Dialogue Tree / int_526d4c5c
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Dialogue Tree
 Dialogue Tree / int_554e431b
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A Little Night Music: Fredrik's thoughts take the shape of a Dialogue Tree in the song "Now".
 Dialogue Tree / int_554e431b
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1.0
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 A Little Night Music (Theatre)
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Dialogue Tree / int_554e431b
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Dialogue Tree
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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
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 Child of Light / Videogame
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Dialogue Tree / int_556e9c56
 Dialogue Tree / int_5616bf80
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Dialogue Tree
 Dialogue Tree / int_5616bf80
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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
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-1.0
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 Bientôt l'été (Video Game)
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Dialogue Tree / int_5616bf80
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Dialogue Tree
 Dialogue Tree / int_5908ee91
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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
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1.0
 Dialogue Tree / int_5908ee91
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 The Elder Scrolls V: Skyrim (Video Game)
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Dialogue Tree / int_5908ee91
 Dialogue Tree / int_5921531c
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Dialogue Tree
 Dialogue Tree / int_5921531c
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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
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1.0
 Dialogue Tree / int_5921531c
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 Persona 5 (Video Game)
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Dialogue Tree / int_5921531c
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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
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1.0
 Dialogue Tree / int_599de590
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 Best of Three (Video Game)
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Dialogue Tree / int_599de590
 Dialogue Tree / int_59da62aa
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Dialogue Tree
 Dialogue Tree / int_59da62aa
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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
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1.0
 Dialogue Tree / int_59da62aa
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1.0
 Fallout: New Vegas (Video Game)
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Dialogue Tree / int_59da62aa
 Dialogue Tree / int_5afbc0cb
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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
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1.0
 Dialogue Tree / int_5afbc0cb
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1.0
 Undertale (Video Game)
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Dialogue Tree / int_5afbc0cb
 Dialogue Tree / int_5b2f178f
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Dialogue Tree
 Dialogue Tree / int_5b2f178f
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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
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1.0
 Dialogue Tree / int_5b2f178f
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 The X-Files Game (Video Game)
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Dialogue Tree / int_5b2f178f
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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
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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
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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
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Dialogue Tree
 Dialogue Tree / int_9d34190a
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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.
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Dialogue Tree / int_9d34190a
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Fully implemented for all conversations in Sanctuary RPG, with many choices intentionally lighthearted and making fun of traditional tropes.
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Dialogue Tree / int_9f252d38
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Dialogue Tree
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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).
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Dialogue Tree / int_a0290e6c
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Dialogue Tree
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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.
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Dialogue Tree / int_a2c37f38
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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].
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Dialogue Tree / int_a4513724
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Dialogue Tree
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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.
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Dialogue Tree / int_a5f98cbf
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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.
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Dialogue Tree / int_a8a64abf
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Dialogue Tree
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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!
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Dialogue Tree
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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.
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Dialogue Tree / int_aedc983a
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Dialogue Tree
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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.
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Dialogue Tree / int_b0666b59
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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
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1.0
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Dialogue Tree / int_b5a2b326
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Dialogue Tree
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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:
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Dialogue Tree / int_b8e5dfd9
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Dialogue Tree
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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.
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Dialogue Tree
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The Love Hina GBA game does pretty much the same thing.
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Dialogue Tree / int_b98da5d2
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Dialogue Tree
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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.
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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.
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Dialogue Tree / int_bca72091
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Used in several Jump Start games, notably JumpStart Adventures 4th Grade: Sapphire Falls and JumpStart Adventures 5th Grade: Jo Hammet, Kid Detective
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Dialogue Tree / int_c05bc221
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They're present in Venetica in a simple "good-evil-neutral" format, and rarely impact on anything.
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Dialogue Tree
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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.
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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.
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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).
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Dialogue Tree / int_c9e76465
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In Poptropica, both player-to-computer and player-to-player conversation takes this form, the main idea being to prevent bad language and such.
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Dialogue Tree / int_cb1d762a
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Dialogue Tree
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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.
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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.
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Dialogue Tree / int_ce0a9b84
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Dialogue Tree
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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
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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.
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Dialogue Tree
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Metalheart: Replicants Rampage had them, but they were only used to ask questions and rarely impacted on anything.
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Dialogue Tree
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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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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.
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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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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.
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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.
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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.
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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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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.
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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.
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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.")
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Dialogue Tree / int_efceef73
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Dialogue Tree
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Clarence's Big Chance: During the date.
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Dialogue Tree / int_f2012c59
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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.
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Dialogue Tree / int_f6a54e75
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Dialogue Tree
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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
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1.0
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Dialogue Tree / int_f85df5ad
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Dialogue Tree
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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.
 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.
 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

The following is a list of statements referring to the current page from other pages.

 Dialogue Tree
processingCategory2
Dialogue
 Dialogue Tree
processingCategory2
Interactive Storytelling Tropes
 Dialogue Tree
processingCategory2
Self-Demonstrating Article
 eXistenZ / int_c45237fb
type
Dialogue Tree
 The Terminator / int_c45237fb
type
Dialogue Tree
 Animal Crossing (Franchise) / int_c45237fb
type
Dialogue Tree
 Castles
seeAlso
Dialogue Tree
 EdnaAndHarveyTheBreakout
seeAlso
Dialogue Tree
 MegamiTenseiGaiden
seeAlso
Dialogue Tree
 SlatzGrobnik
seeAlso
Dialogue Tree
 StarTrek25thAnniversary
seeAlso
Dialogue Tree
 Strife
seeAlso
Dialogue Tree
 TraceMemory
seeAlso
Dialogue Tree
 Tropes A to F / Real Life / int_c45237fb
type
Dialogue Tree
 A Little Night Music (Theatre) / int_c45237fb
type
Dialogue Tree
 AdventureQuest (Video Game) / int_c45237fb
type
Dialogue Tree
 Alabaster (Video Game) / int_c45237fb
type
Dialogue Tree
 Amazon: Guardians of Eden (Video Game) / int_c45237fb
type
Dialogue Tree
 Amihailu In Dreamland (Video Game) / int_c45237fb
type
Dialogue Tree
 Another Code (Video Game) / int_c45237fb
type
Dialogue Tree
 BTS Island: In the SEOM (Video Game) / int_c45237fb
type
Dialogue Tree
 Backbone (Video Game) / int_c45237fb
type
Dialogue Tree
 Battle for Wesnoth (Video Game) / int_c45237fb
type
Dialogue Tree
 Best of Three (Video Game) / int_c45237fb
type
Dialogue Tree
 Binary Domain (Video Game) / int_c45237fb
type
Dialogue Tree
 Biomutant (Video Game) / int_c45237fb
type
Dialogue Tree
 Blacksad: Under the Skin (Video Game) / int_c45237fb
type
Dialogue Tree
 Blade Runner (Video Game) / int_c45237fb
type
Dialogue Tree
 Blade Runner (1997) (Video Game) / int_c45237fb
type
Dialogue Tree
 BlazBlue: Cross Tag Battle (Video Game) / int_c45237fb
type
Dialogue Tree
 Blood Knights (Video Game) / int_c45237fb
type
Dialogue Tree
 BLUE GUARDIAN: Margaret (Video Game) / int_c45237fb
type
Dialogue Tree
 Broken Sword (Video Game) / int_c45237fb
type
Dialogue Tree
 Buried: An Interactive Story (Video Game) / int_c45237fb
type
Dialogue Tree
 CABAL Online (Video Game) / int_c45237fb
type
Dialogue Tree
 Capcom vs. SNK: Millennium Fight 2000 (Video Game) / int_c45237fb
type
Dialogue Tree
 Caves of Qud (Video Game) / int_c45237fb
type
Dialogue Tree
 Celeste (Video Game) / int_c45237fb
type
Dialogue Tree
 Centurion: Defender of Rome (Video Game) / int_c45237fb
type
Dialogue Tree
 ChaoIslandTranquilCorruptGenocide
seeAlso
Dialogue Tree
 Chernobylite (Video Game) / int_c45237fb
type
Dialogue Tree
 Clarence's Big Chance (Video Game) / int_c45237fb
type
Dialogue Tree
 Dark Fall (Video Game) / int_c45237fb
type
Dialogue Tree
 Dead State (Video Game) / int_c45237fb
type
Dialogue Tree
 Deadly Rooms of Death (Video Game) / int_c45237fb
type
Dialogue Tree
 Deus Ex: Human Revolution (Video Game) / int_c45237fb
type
Dialogue Tree
 Devil Survivor (Video Game) / int_c45237fb
type
Dialogue Tree
 Discworld Noir (Video Game) / int_c45237fb
type
Dialogue Tree
 Disney Dreamlight Valley (Video Game) / int_c45237fb
type
Dialogue Tree
 Draugen (Video Game) / int_c45237fb
type
Dialogue Tree
 Dreamfall Chapters (Video Game) / int_c45237fb
type
Dialogue Tree
 Dungeon Fighter Online (Video Game) / int_c45237fb
type
Dialogue Tree
 Eastshade (Video Game) / int_c45237fb
type
Dialogue Tree
 Edna & Harvey: The Breakout (Video Game) / int_c45237fb
type
Dialogue Tree
 80 Days (Video Game) / int_c45237fb
type
Dialogue Tree
 Ensemble Stars! (Video Game) / int_c45237fb
type
Dialogue Tree
 Eternal City (Video Game) / int_c45237fb
type
Dialogue Tree
 FIFA Soccer (Video Game) / int_c45237fb
type
Dialogue Tree
 Final Fantasy VI (Video Game) / int_c45237fb
type
Dialogue Tree
 Final Fantasy XV (Video Game) / int_c45237fb
type
Dialogue Tree
 Freeman Guerrilla Warfare (Video Game) / int_c45237fb
type
Dialogue Tree
 Galaxy Fraulein Yuna (Video Game) / int_c45237fb
type
Dialogue Tree
 Ganbare Goemon (Video Game) / int_c45237fb
type
Dialogue Tree
 Gemini Rue (Video Game) / int_c45237fb
type
Dialogue Tree
 Gene Troopers (Video Game) / int_c45237fb
type
Dialogue Tree
 Geneforge (Video Game) / int_c45237fb
type
Dialogue Tree
 Girl Café Gun (Video Game) / int_c45237fb
type
Dialogue Tree
 Goime 500 (Video Game) / int_c45237fb
type
Dialogue Tree
 GreedFall (Video Game) / int_c45237fb
type
Dialogue Tree
 Grim Fandango (Video Game) / int_c45237fb
type
Dialogue Tree
 Growing Up (Video Game) / int_c45237fb
type
Dialogue Tree
 Guardians of the Galaxy (2021) (Video Game) / int_c45237fb
type
Dialogue Tree
 Gunpoint (Video Game) / int_c45237fb
type
Dialogue Tree
 Harvest Moon: A New Beginning (Video Game) / int_c45237fb
type
Dialogue Tree
 Haven (2020) (Video Game) / int_c45237fb
type
Dialogue Tree
 Hogwarts Legacy (Video Game) / int_c45237fb
type
Dialogue Tree
 Ill Will (Video Game) / int_c45237fb
type
Dialogue Tree
 Indiana Jones and the Last Crusade (Video Game) / int_c45237fb
type
Dialogue Tree
 Jazztronauts (Video Game) / int_c45237fb
type
Dialogue Tree
 Jump Start (Video Game) / int_c45237fb
type
Dialogue Tree
 JumpStart Adventures 4th Grade: Sapphire Falls (Video Game) / int_c45237fb
type
Dialogue Tree
 JumpStart Adventures 5th Grade: Jo Hammet, Kid Detective (Video Game) / int_c45237fb
type
Dialogue Tree
 KGB (Video Game) / int_c45237fb
type
Dialogue Tree
 Kentucky Route Zero (Video Game) / int_c45237fb
type
Dialogue Tree
 Killer Frequency (Video Game) / int_c45237fb
type
Dialogue Tree
 Knights of the Chalice (Video Game) / int_c45237fb
type
Dialogue Tree
 Left Alive (Video Game) / int_c45237fb
type
Dialogue Tree
 Left on Read (Video Game) / int_c45237fb
type
Dialogue Tree
 Legend of Mana (Video Game) / int_c45237fb
type
Dialogue Tree
 Leisure Suit Larry: Magna Cum Laude (Video Game) / int_c45237fb
type
Dialogue Tree
 Leisure Suit Larry: Wet Dreams Don't Dry (Video Game) / int_c45237fb
type
Dialogue Tree
 Lifeline (Video Game) / int_c45237fb
type
Dialogue Tree
 Little Big Adventure (Video Game) / int_c45237fb
type
Dialogue Tree
 Love Live! School Idol Festival ALL STARS (Video Game) / int_c45237fb
type
Dialogue Tree
 Mario Is Missing! (Video Game) / int_c45237fb
type
Dialogue Tree
 Mario's Time Machine (Video Game) / int_c45237fb
type
Dialogue Tree
 Megami Tensei Gaiden (Video Game) / int_c45237fb
type
Dialogue Tree
 Minion Quest: The Search for Bowser (Video Game) / int_c45237fb
type
Dialogue Tree
 Mortal Kombat 1 (Video Game) / int_c45237fb
type
Dialogue Tree
 Mortal Kombat X (Video Game) / int_c45237fb
type
Dialogue Tree
 Mystery Case Files (Video Game) / int_c45237fb
type
Dialogue Tree
 Mystery Trackers (Video Game) / int_c45237fb
type
Dialogue Tree
 Obsidian (Video Game) / int_c45237fb
type
Dialogue Tree
 Okage: Shadow King (Video Game) / int_c45237fb
type
Dialogue Tree
 Outward (Video Game) / int_c45237fb
type
Dialogue Tree
 POPGOES (Video Game) / int_c45237fb
type
Dialogue Tree
 Paper Mario: The Thousand-Year Door (Video Game) / int_c45237fb
type
Dialogue Tree
 Pathologic (Video Game) / int_c45237fb
type
Dialogue Tree
 Pathologic 2 (Video Game) / int_c45237fb
type
Dialogue Tree
 Persona 2 (Video Game) / int_c45237fb
type
Dialogue Tree
 Persona 3 (Video Game) / int_c45237fb
type
Dialogue Tree
 Phantasy Star Zero (Video Game) / int_c45237fb
type
Dialogue Tree
 Pokémon Black 2 and White 2 (Video Game) / int_c45237fb
type
Dialogue Tree
 Pokémon Mystery Dungeon: Rescue Team (Video Game) / int_c45237fb
type
Dialogue Tree
 Prince of Qin (Video Game) / int_c45237fb
type
Dialogue Tree
 Progressbar 95 (Video Game) / int_c45237fb
type
Dialogue Tree
 Pyre (Video Game) / int_c45237fb
type
Dialogue Tree
 Randal's Monday (Video Game) / int_c45237fb
type
Dialogue Tree
 Read Only Memories (Video Game) / int_c45237fb
type
Dialogue Tree
 Rebel Galaxy (Video Game) / int_c45237fb
type
Dialogue Tree
 Rides With Strangers (Video Game) / int_c45237fb
type
Dialogue Tree
 Rise of the Argonauts (Video Game) / int_c45237fb
type
Dialogue Tree
 Road 96 (Video Game) / int_c45237fb
type
Dialogue Tree
 Rune Factory 5 (Video Game) / int_c45237fb
type
Dialogue Tree
 SNK vs. Capcom: SVC Chaos (Video Game) / int_c45237fb
type
Dialogue Tree
 Sakura Wars (Video Game) / int_c45237fb
type
Dialogue Tree
 Sakura Wars (2019) (Video Game) / int_c45237fb
type
Dialogue Tree
 Serpent In The Staglands (Video Game) / int_c45237fb
type
Dialogue Tree
 6Quest (Video Game) / int_c45237fb
type
Dialogue Tree
 Sonic Chronicles (Video Game) / int_c45237fb
type
Dialogue Tree
 Sonic Unleashed (Video Game) / int_c45237fb
type
Dialogue Tree
 Star Wolves (Video Game) / int_c45237fb
type
Dialogue Tree
 Summoner (Video Game) / int_c45237fb
type
Dialogue Tree
 Super Paper Mario (Video Game) / int_c45237fb
type
Dialogue Tree
 Super Seducer (Video Game) / int_c45237fb
type
Dialogue Tree
 Surviving High School (Video Game) / int_c45237fb
type
Dialogue Tree
 Tales of Xillia 2 (Video Game) / int_c45237fb
type
Dialogue Tree
 Tatsunoko vs. Capcom (Video Game) / int_c45237fb
type
Dialogue Tree
 Telepath RPG: Servants of God (Video Game) / int_c45237fb
type
Dialogue Tree
 Tex Murphy (Video Game) / int_c45237fb
type
Dialogue Tree
 The Age of Decadence (Video Game) / int_c45237fb
type
Dialogue Tree
 The Amazon Trail (Video Game) / int_c45237fb
type
Dialogue Tree
 The Dame Was Loaded (Video Game) / int_c45237fb
type
Dialogue Tree
 The Dark Half (Video Game) / int_c45237fb
type
Dialogue Tree
 The Dark Pictures Anthology (Video Game) / int_c45237fb
type
Dialogue Tree
 The Last Story (Video Game) / int_c45237fb
type
Dialogue Tree
 The Magic Candle (Video Game) / int_c45237fb
type
Dialogue Tree
 The Mystery of the Druids (Video Game) / int_c45237fb
type
Dialogue Tree
 The Oregon Trail (Video Game) / int_c45237fb
type
Dialogue Tree
 The Secret Monster Society (Video Game) / int_c45237fb
type
Dialogue Tree
 The Sinking City (Video Game) / int_c45237fb
type
Dialogue Tree
 The Sword Of Etheria (Video Game) / int_c45237fb
type
Dialogue Tree
 The Temple of Elemental Evil (Video Game) / int_c45237fb
type
Dialogue Tree
 The X-Files Game (Video Game) / int_c45237fb
type
Dialogue Tree
 Toonstruck (Video Game) / int_c45237fb
type
Dialogue Tree
 Torment: Tides of Numenera (Video Game) / int_c45237fb
type
Dialogue Tree
 Total Distortion (Video Game) / int_c45237fb
type
Dialogue Tree
 Triangle Strategy (Video Game) / int_c45237fb
type
Dialogue Tree
 Ultima IV (Video Game) / int_c45237fb
type
Dialogue Tree
 Ultima Underworld (Video Game) / int_c45237fb
type
Dialogue Tree
 Ultima VI (Video Game) / int_c45237fb
type
Dialogue Tree
 Ultima VII (Video Game) / int_c45237fb
type
Dialogue Tree
 Ultima VII Part II (Video Game) / int_c45237fb
type
Dialogue Tree
 Uncharted 4: A Thief's End (Video Game) / int_c45237fb
type
Dialogue Tree
 Undead Darlings (Video Game) / int_c45237fb
type
Dialogue Tree
 Unreal II: The Awakening (Video Game) / int_c45237fb
type
Dialogue Tree
 Updated (Video Game)
seeAlso
Dialogue Tree
 Vampire: The Masquerade - Bloodlines (Video Game) / int_c45237fb
type
Dialogue Tree
 Vampire: The Masquerade – Redemption (Video Game) / int_c45237fb
type
Dialogue Tree
 Vega Strike (Video Game) / int_c45237fb
type
Dialogue Tree
 Venetica (Video Game) / int_c45237fb
type
Dialogue Tree
 Wallace & Gromit's Grand Adventures (Video Game) / int_c45237fb
type
Dialogue Tree
 Wayne's World (Robert Fiorini & Associates) (Video Game) / int_c45237fb
type
Dialogue Tree
 Wild ARMs: Million Memories (Video Game) / int_c45237fb
type
Dialogue Tree
 Wing Commander: Privateer (Video Game) / int_c45237fb
type
Dialogue Tree
 World of Goo (Video Game) / int_c45237fb
type
Dialogue Tree
 Wynncraft (Video Game) / int_c45237fb
type
Dialogue Tree
 Xenoblade (Video Game) / int_c45237fb
type
Dialogue Tree
 Xenoblade Chronicles 1 (Video Game) / int_c45237fb
type
Dialogue Tree
 ZZT (Video Game) / int_c45237fb
type
Dialogue Tree
 RocketRanger
seeAlso
Dialogue Tree
 Dark Tales / Videogame / int_c45237fb
type
Dialogue Tree
 The Legend of Zelda: The Wind Waker (Video Game) / int_c45237fb
type
Dialogue Tree
 Angels with Scaly Wings (Visual Novel) / int_c45237fb
type
Dialogue Tree
 Arcade Spirits (Visual Novel) / int_c45237fb
type
Dialogue Tree
 Dangerous Fellows (Visual Novel) / int_c45237fb
type
Dialogue Tree
 Daughter for Dessert (Visual Novel) / int_c45237fb
type
Dialogue Tree
 Dial Town (Visual Novel) / int_c45237fb
type
Dialogue Tree
 Elevator Hitch (Visual Novel) / int_c45237fb
type
Dialogue Tree
 Gyakuten Kenji 2 (Visual Novel) / int_c45237fb
type
Dialogue Tree
 Hotel Dusk: Room 215 (Visual Novel) / int_c45237fb
type
Dialogue Tree
 Kokoro Baka Monogatari (Visual Novel) / int_c45237fb
type
Dialogue Tree
 Last Window (Visual Novel) / int_c45237fb
type
Dialogue Tree
 Life After Magic (Visual Novel) / int_c45237fb
type
Dialogue Tree
 Loren: The Amazon Princess (Visual Novel) / int_c45237fb
type
Dialogue Tree
 Love Is Strange (Visual Novel) / int_c45237fb
type
Dialogue Tree
 Lovebrush Chronicles (Visual Novel) / int_c45237fb
type
Dialogue Tree
 Lux-Pain (Visual Novel) / int_c45237fb
type
Dialogue Tree
 Melody (Visual Novel) / int_c45237fb
type
Dialogue Tree
 Missed Messages (Visual Novel) / int_c45237fb
type
Dialogue Tree
 Mr. Love: Queen's Choice (Visual Novel) / int_c45237fb
type
Dialogue Tree
 Nicole (Visual Novel) / int_c45237fb
type
Dialogue Tree
 Nine Hours, Nine Persons, Nine Doors (Visual Novel) / int_c45237fb
type
Dialogue Tree
 Obey Me! – One Master to Rule Them All! (Visual Novel) / int_c45237fb
type
Dialogue Tree
 Otomania (Visual Novel) / int_c45237fb
type
Dialogue Tree
 Our Life: Beginnings & Always (Visual Novel) / int_c45237fb
type
Dialogue Tree
 Our Life: Now & Forever (Visual Novel) / int_c45237fb
type
Dialogue Tree
 Shall We Date?: Obey Me! (Visual Novel) / int_c45237fb
type
Dialogue Tree
 Shiny Days (Visual Novel) / int_c45237fb
type
Dialogue Tree
 Spirit Hunter: NG (Visual Novel) / int_c45237fb
type
Dialogue Tree
 Square Root of Minus Garfield (Webcomic) / int_c45237fb
type
Dialogue Tree
 Steambot Chronicles (Video Game) / int_c45237fb
type
Dialogue Tree