Simulating true conversations in a computer game is tough stuff. We’re still some way away from effectively applying computational linguistics to game playing in a way that allows a wide range of natural language input, and I’m not even sure that’s an entirely desirable goal given the enormous complexity that this would introduce into game design. So for now the general approach is to restrict the range and format of player input using a system that is easily interpreted and applied, such as a “click to talk” or multiple choice dialogue tree system.
The question, however, is this: when you play a game that implements conversation, do you feel that playing through the conversation contributes in any way to gameplay? Or does the conversation feel [More...] Read the rest