Abstract
Much has been made of games that include the subcategory of play labelled “choice and consequence” (Taylor-Giles, Toward a Deeper Understanding of Branching Dialogue Systems. Queensland University of Technology, 2014). However, previous discussions focussed exclusively on video games that already include a choice-based dialogue interface, such as Mass Effect (BioWare, Mass Effect [Computer Software]. Electronic Arts, Redwood City, CA, 2007), Dragon Age: Origins (BioWare, Dragon Age: Origins [Computer Software]. Electronic Arts, Redwood City, CA, 2009), Deus Ex: Human Revolution (Eidos Montreal, Deus ex: Human Revolution [Computer Software]. Square Enix, El Segundo, CA, 2011), and The Elder Scrolls V: Skyrim (Bethesda Game Studios, The Elder Scrolls V: Skyrim [Computer Software]. Bethesda Softworks, LLC, Rockville, MD, 2011) (Taylor-Giles, Game User Experience and Player-Centered Design. Springer, Cham, 2020). This chapter explores the key learnings of branching dialogue systems and how they can be applied to linear, large-scale video game stories in a way that is efficient, cost-effective, and which does not require the inclusion of a choice-based dialogue interface.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
Notes
- 1.
Although Supergiant Games has already released a substantial voice-over-related update to address a lack of variety in some character lines, this may not always be an option and certainly requires additional planning to ensure the most efficient use of resources, i.e., a large content update, as opposed to adding a line or two of additional VO.
References
J.J. Abrams, From Sherlock Holmes to the hard-boiled detective in Film Noir, in The Philosophy of Film Noir, ed. by M. T. Conard, R. Porfirio, (University Press of Kentucky, Lexington, KY, 2006), pp. 69–88
Bell, Wot I Think: Disco Elysium (2019). https://www.rockpapershotgun.com/2019/10/15/disco-elysium-review
Bethesda Game Studios, The Elder Scrolls V: Skyrim [Computer Software] (Bethesda Softworks, LLC, Rockville, MD, 2011)
BioWare, Mass Effect [Computer Software] (Electronic Arts, Redwood City, CA, 2007)
BioWare, Dragon Age: Origins [Computer Software] (Electronic Arts, Redwood City, CA, 2009)
B. Bostan, Ö. Yönet, V. Sevdimaliyev, Empathy and choice in story driven Games: a case study of telltale Games, in Game User Experience and Player-Centered Design, (Springer, Berlin, 2020), pp. 361–378
S. Cavell, The avoidance of love: a reading of king Lear, in Must We Mean What We Say?: A Book of Essays. Cambridge Philosophy Classics, (Cambridge University Press, Cambridge, 2015), pp. 246–325. https://doi.org/10.1017/CBO9781316286616.014
P. Cobley, Observership, knowing, and semiosis. Cybern. Hum. Know. 25(1), 23–47 (2018)
M. Consalvo, T. Busch, C. Jong, Playing a better me: how players rehearse their ethos via moral choices. Games Cult. 14(3), 216–235 (2019)
Eidos Montreal, Deus ex: Human Revolution [Computer Software] (Square Enix, El Segundo, CA, 2011)
D.N. Eow, Disco Reader (2020). https://disco-reader.gitlab.io/disco-reader/#/. For the graph of Lt. Kitsuragi asking the player not to collect tare around the dead body on the boardwalk, search for “tare” with Actor Kim Kitsuragi. For the graph of the interaction with the stained glass window (chained Conceptualization & Empathy checks) search for Actor Stained Glass Window. For the graph of the interaction with the gun (Visual Calculus check) search for “lightest”
J. Fraser, I. Papaioannou, O. Lemon, Spoken conversational AI in video games: emotional dialogue management increases user engagement, in Proceedings of the 18th International Conference on Intelligent Virtual Agents (2018), pp. 179–184
inXile Entertainment, Torment: Tides of Numenera [Computer Software] (Techland Publishing, Wrocław, 2017)
J. Katsarov, M. Christen, R. Mauerhofer, D. Schmocker, C. Tanner, Training moral sensitivity through video games: a review of suitable game mechanisms. Games Cult. 14(4), 344–366 (2019)
J.H. Murray, Hamlet on the Holodeck: The Future of Narrative in Cyberspace (MIT Press, Cambridge, MA, 2017)
E. Özoğlu, R. Thomaschke, Knowing your heart reduces emotion-induced time dilation. Timing Time Percept. 8, 299–315 (2020)
Park, G, Here’s How ‘Hades’ Makes Going Back to Hell Feel Fresh (2020). https://www.washingtonpost.com/video-games/2020/10/13/hades-game-origins
Playmestudio, The Signifier [Computer Software] (Raw Fury, Stockholm, 2020)
M. Sicart, Beyond Choices: The Design of Ethical Gameplay (MIT Press, Cambridge, MA, 2013)
Supergiant Games, Hades [computer software] (Supergiant Games, San Francisco, CA, 2020) Early access release date: 2018, December 6
L. C. Taylor-Giles, Toward a Deeper Understanding of Branching Dialogue Systems. Masters Dissertation, Queensland University of Technology, (2014)
L. Taylor-Giles, Player-centred design in role-playing game branching dialogue systems, in Game User Experience and Player-Centered Design, (Springer, Cham, 2020), pp. 295–325
H. Wei, J. Bizzocchi, T. Calvert, Time and space in digital game storytelling. Int. J. Comput. Games Technol. 2010, 1–23 (2010)
J.A. Wheeler, (with Ford, K.) Geons, Black Holes and Quantum Foam: A Life in Physics (Norton, New York, 1998)
ZA/UM, Disco Elysium [Computer Software] (ZA/UM, London, 2019)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2022 The Author(s), under exclusive license to Springer Nature Switzerland AG
About this chapter
Cite this chapter
Taylor-Giles, L.C. (2022). Systemic NPC-Side Branching in Linear AAA Video Game Stories. In: Bostan, B. (eds) Games and Narrative: Theory and Practice. International Series on Computer Entertainment and Media Technology. Springer, Cham. https://doi.org/10.1007/978-3-030-81538-7_2
Download citation
DOI: https://doi.org/10.1007/978-3-030-81538-7_2
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-81537-0
Online ISBN: 978-3-030-81538-7
eBook Packages: Computer ScienceComputer Science (R0)