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====== Differences ======
This shows you the differences between two versions of the page.
patterns:dialog_tree [2011/06/17 08:24] Gillian Smith created |
patterns:dialog_tree [2011/06/17 08:25] (current) Gillian Smith [Variables and Affordances] |
=====Variables and Affordances===== | =====Variables and Affordances===== |
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* **Choice Clarity**: how clear is the choice made by the player at a joint of the tree. Some games, such as [[games:dragonage|Dragon Age]] show the player exactly the words that the character will state, while others provide a short description of much lengthier in-game dialog. | * **Choice Clarity**: how clear is the choice made by the player at a joint of the tree. Some games, such as [[games:dragonage|Dragon Age]], show the player exactly the words that the character will state, while others provide a short description of much lengthier in-game dialog. |
* **Length**: how deep the dialog tree is | * **Length**: how deep the dialog tree is |
* **Breadth**: how many different directions the conversation can go | * **Breadth**: how many different directions the conversation can go |
* [[patterns:moxie_action|Moxie Action]] - Personal player knowledge can effect what branches of the conversation a player can take. Also, the player can essentially "play" an NPC to get a desirable result by using knowledge of human psychology to their advantage. | * [[patterns:moxie_action|Moxie Action]] - Personal player knowledge can effect what branches of the conversation a player can take. Also, the player can essentially "play" an NPC to get a desirable result by using knowledge of human psychology to their advantage. |
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{{tag>level:NonHostileEncounter games:dragonage games:alphaprotocol}} | {{tag>level:NonHostileEncounter games:dragonage games:alphaprotocol games:masseffect}} |
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