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Keywords Conversation

 Keywords Conversation
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FeatureClass
 Keywords Conversation
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Keywords Conversation
 Keywords Conversation
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KeywordsConversation
 Keywords Conversation
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The alternative to branching Dialogue Trees when it comes to interactive dialogue in video games: when talking to an NPC, instead of picking one of a handful context-sensitive lines to say, the player types in or otherwise inputs one of general keywords that the NPC can then react to.
If the keywords have to be typed in, the game may accept only specific keywords or employ a Text Parser to interpret proper language queries. Otherwise, the game tracks a global list of keywords that the Player Character knows and can bring up in dialogue at any time. In this case, new keywords may be highlighted in the dialogue window a la Rainbow Speak, and may even function like hyperlinks, letting the player immediately ask more about them with a mouse click.
Advertisement:propertag.cmd.push(function() { proper_display('tvtropes_mobile_ad_1'); })The advantage of using keywords over Dialogue Trees is that the player is much more flexible in regards to topics that can be discussed with any NPC, who may know much more than is readily apparent. The drawbacks are that most NPCs will inevitably have nothing to say on most topics and the potential Sequence Breaking caused by players knowing more than their characters. It is also nigh impossible to simulate a normal human conversation this way, unless a powerful Text Parser is employed.
See also You Can't Get Ye Flask, for when the Text Parser is too strict on what the keywords or key phrases are.
 Keywords Conversation
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2020-08-20T19:15:39Z
 Keywords Conversation
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2020-08-20T19:15:39Z
 Keywords Conversation
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Dropped link to FictionalVideoGame: Not an Item - FEATURE
 Keywords Conversation
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Dropped link to NPC: Not an Item - UNKNOWN
 Keywords Conversation
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NPC
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DBTropes
 Keywords Conversation / int_577107ce
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Keywords Conversation
 Keywords Conversation / int_577107ce
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Dialogue in Syberia is facilitated by Kate's writing pad, wherein she collects relevant keywords and can interview each character she meets about them.
 Keywords Conversation / int_577107ce
featureApplicability
1.0
 Keywords Conversation / int_577107ce
featureConfidence
1.0
 Syberia (Video Game)
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Keywords Conversation / int_577107ce
 Keywords Conversation / int_7ea4fd20
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Keywords Conversation
 Keywords Conversation / int_7ea4fd20
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Wasteland 2, similarly to the Fallout series, tracks available keywords as pressable buttons in the dialogue window but also lets the player type them in manually.
 Keywords Conversation / int_7ea4fd20
featureApplicability
1.0
 Keywords Conversation / int_7ea4fd20
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1.0
 Wasteland 2 (Video Game)
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Keywords Conversation / int_7ea4fd20
 Keywords Conversation / int_7f5bc680
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Keywords Conversation
 Keywords Conversation / int_7f5bc680
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The first two Fallout games allowed the players to type in keywords freely in addition to Dialogue Trees that automatically came up when talking to an NPC.
 Keywords Conversation / int_7f5bc680
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1.0
 Keywords Conversation / int_7f5bc680
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1.0
 Fallout
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Keywords Conversation / int_7f5bc680
 Keywords Conversation / int_86814cc3
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Keywords Conversation
 Keywords Conversation / int_86814cc3
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Final Fantasy II, oddly enough, uses these, and is the only entry in the series to do so.
 Keywords Conversation / int_86814cc3
featureApplicability
1.0
 Keywords Conversation / int_86814cc3
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 Final Fantasy II (Video Game)
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Keywords Conversation / int_86814cc3
 Keywords Conversation / int_9a527531
type
Keywords Conversation
 Keywords Conversation / int_9a527531
comment
The Avernum remake of the series abandoned this in favor of Dialogue Trees.
 Keywords Conversation / int_9a527531
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1.0
 Keywords Conversation / int_9a527531
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1.0
 Avernum (Video Game)
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Keywords Conversation / int_9a527531
 Keywords Conversation / int_b5a2b326
type
Keywords Conversation
 Keywords Conversation / int_b5a2b326
comment
In The Elder Scrolls III: Morrowind, new keywords were highlighted as hyperlinks in the dialogue window and known keywords were listed to the right (slightly filtered by the NPC's affiliations and story purpose). In The Elder Scrolls IV: Oblivion, dialogue was fully voiced, so the keywords appeared in the list after they were spoken. In both games, NPCs could refuse to react to certain keywords if Relationship Values weren't high enough.
 Keywords Conversation / int_b5a2b326
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Keywords Conversation / int_b5a2b326
 Keywords Conversation / int_ca49066d
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Keywords Conversation
 Keywords Conversation / int_ca49066d
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In Façade, talking with Grace and Trip is accomplished by typing in what you want to say, with a powerful text parser deciphering and an producing an appropriate response from them.
 Keywords Conversation / int_ca49066d
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1.0
 Keywords Conversation / int_ca49066d
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1.0
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Keywords Conversation / int_ca49066d
 Keywords Conversation / int_d4f68ddc
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Keywords Conversation
 Keywords Conversation / int_d4f68ddc
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The Exile series used keywords for conversation. The first two games required all keywords to be typed manually but the third game allowed players to click on words in the NPC's dialog as well as allowing manual typing and providing buttons for a few standard keywords (Buy, Sell, Name, Job).
 Keywords Conversation / int_d4f68ddc
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1.0
 Keywords Conversation / int_d4f68ddc
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 Exile (Video Game)
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Keywords Conversation / int_d4f68ddc
 Keywords Conversation / int_d50ad457
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Keywords Conversation
 Keywords Conversation / int_d50ad457
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In Lost Pig, conversation with the gnome occurs by typing tell gnome about [keyword] or ask gnome about [keyword]. The game automatically suggests new keywords related to topics the conversation has already covered, but the gnome will respond to any word the player enters.
 Keywords Conversation / int_d50ad457
featureApplicability
1.0
 Keywords Conversation / int_d50ad457
featureConfidence
1.0
 Lost Pig (Video Game)
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Keywords Conversation / int_d50ad457
 Keywords Conversation / int_e48493b3
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Keywords Conversation
 Keywords Conversation / int_e48493b3
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The Ultima series generally let the player type in the topic they want to discuss with an NPC when engaging them in conversation. Its Spiritual Successor, Shroud of the Avatar deliberately uses the same system.
 Keywords Conversation / int_e48493b3
featureApplicability
1.0
 Keywords Conversation / int_e48493b3
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1.0
 Ultima (Video Game)
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Keywords Conversation / int_e48493b3

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

 Keywords Conversation
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Interactive Storytelling Tropes
 Keywords Conversation
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Text Tropes
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Keywords Conversation
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Keywords Conversation
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Keywords Conversation
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Keywords Conversation
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Keywords Conversation
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Keywords Conversation
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Keywords Conversation
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Keywords Conversation
 Wasteland 2 (Video Game) / int_d2ac8eb2
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Keywords Conversation
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Keywords Conversation
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Keywords Conversation