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Mapping the Conversation

While it may not come as a surprise, everything in a game must be coded. This includes the conversations. There are many ways of handling a conversation. If you have ever seen one of the many conversation games, such as Elisa, you can see that there are ways of making a computer have a conversation that was not pre-planned. The conversation programs I have seen tend to be obviously artificial, but there is always the option of having more flexible conversations by employing some of the algorithms used in these type of games. Most games, including One of those Weeks, use the less flexible approach of planning the conversation. This gives the designer control over the conversation. This also means that there is an actual structure behind the conversation. In other words, conversations have a map.

The map for the conversation with the landlord is below. There are many ways of going through the conversation, with no correct path, though certain conversation segments will lead to a better or worse score. The scoring for the game is detailed later. The conversation will always end with the player alone on the porch.

Conversation Map


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