RPG Game Dialogue System

Source: Internet
Author: User
Tags join relative
RPG game Dialogue system
I want to talk to you about one of the most important parts of the role-playing game-the conversation system. If you have enough players to play the role-playing game, you should know that there are two completely different chat systems in the role-playing game and the keywords, and today we will look at these two different systems.

How to distinguish between the phrase and the keyword system. We can simply learn how to get a message from the player and the characters in the game when they are talking to them. In the general domestic role-playing game, often used is a single-sentence chat system, that is, as long as the player and the role of dialogue, the other side will be a brain will all the news to tell you, and the player can get all the message, this is a single-sentence system (such as Daewoo's Sword series, Paladin, etc.). Even if some games in a more tricky way, will ask the player to ask more than a few times to appear the real need for the message (like the fine news of the troubled time), but also the extension of this kind of system use it.

What about the keyword system? I think the most famous should be the Genesis series, in the first few generations of Genesis, players need to input each keyword, to ask a variety of questions, as the player input different keywords, there will be a difference in the answer. But also for this reason, some bad English players in contact with those generations of the game is quite hard (on the other hand, there are some players because of the game to make English a great increase), also makes many players do not want to contact the Genesis. But by the time of Genesis Seven generation, because uses the mouse to carry on the game, therefore the entire key word system has made the very large-scale improvement, the player can choose the keyword which asks by the picture, therefore no longer can not find the keyword to ask the condition to have happened.

So let's take a look at some of the domestic role-playing games using the keyword system. In the author's impression, it seems that only the strange tales of the Jing-Yu, Daewoo's demons, as well as the early release of the software world of a blur. In these several games, the author felt that the key word system is the most successful, for why I think, is not because the author himself has been three with the production of this game, but from the structure of the key word system, this game is really the essence of the use of the keyword system.

The so-called keyword system, like its name, is a conversation system that concatenates the storyline of a game with a keyword, so the player needs to be able to get a keyword from one of the characters in a game, and then use that keyword to play a role in the mouth of another character, which can be said to use the magic of the keyword. In the strange tales of this game, the player to get the first tower ~ Gold Tower of Eight words, will need to first from a scholar's mouth to obtain four word mantra, and then to the hotel to find a wine girl, with the first four words of the mantra to ask her after four words of the mantra. The so-called keyword system is ingenious, that is, when the player does not get the previous key word, in the back of the population is not able to get the next keyword. In the strange tales of this game, if the player can not first by the scholar's mouth to set out the first four words of the mantra, then in the Wine women's dialogue menu will not appear that four words for the player to choose, so the player can not obtain the last four words. In other words, the keyword system is a dialogue system with different situations depending on the player's options.

So let's go back and look at the other two game keyword systems, first let's look at Daewoo's demon Way. In this game there is also a keyword system, but its keyword system does not play a role in the dialogue, but when some tasks are not resolved, these keywords will appear in the dialog menu, so that the player can choose it to obtain the required information, when this task or event resolved, The keyword disappears from the option. This practice does not really play the role of "keyword", but it is used to provide the player to get the same answer to the same question multiple times.

Next we look at the game, this is the key word system use error example, because in this game, provide the player to choose the keyword does not affect the role of other local events, instead of the original simple can be expressed in a single sentence of the message into a paragraph of text, so that the player needs to be You can only know all the messages after you have selected the keywords. In addition to the information obtained by some keywords are useless messages, so that the game's chat system has not shown a keyword system should be the characteristics.

Now let's look at what the two systems are different in the data structure. First of all, we take a look at the data structure of the sentence, remember in the discussion of the story structure of the article (52nd), the author has raised a single-line scenario example. That kind of structure is the standard structure of the sentence-type conversation system. Because in a single-sentence chat system, when the player encounters a role in the game, the role will be based on the game in the development of the story, decided to say that the words, if the plot has not changed the case, will repeat the use of this sentence.

In this system, when the player controls the role and the role of the game in the conversation, the program will be based on the role of a few flags relative to determine the current display what kind of message. If several flags are set up at the same time, they will only be subject to the highest priority flag. Under such a system, the structure of the message is fairly simple, and the program simply makes each dialogue a relative code, and then uses the judgment to decide which message to display. Similarly, the data structure of this system is relatively simple.

Next, let's look at the data structure of the keyword system. In the previous description of the single-sentence system, the author once said to the flag to judge the display of the message, in fact, the so-called flag is the game control plot current development to there indicators. The same is true of these flags in the keyword system, except that they add a set of keyword flags that are the center of gravity of the conversation system.

In the game, when the player gets a keyword from one of the characters, the keyword's flag will open and then the keyword will appear in the conversation menu if there is a character that knows about the keyword.

In this system, when talking, the program will first determine that the current player has obtained those keywords, and then see that the object of the conversation to those keywords will react, and then in the menu will appear in the response to the key words to let the player choose. When a keyword is selected, the relevant message is displayed on the screen, and if a keyword is opened after it is asked, it will also open the flag of the keyword after the message is displayed. Now let's take a look at the following example:

In this example, there will be tithing and Person B two people, in the process of the game must first obtain a code from the mouth of tithing, and then use this code to Person B to inquire, before you can obtain the required information. So the tithing information in the game is as follows:

tithing "No keyword": Oh, it's you. I'm sure you want to join this secret organization, but it's impossible to join without an organization's password.

After this message, the keyword "password" opens.

tithing "Password": you want to know the password. Well, then I'll tell you, our password is shadowy.

After this message, the key word "shadowy" opens.

Tithing "Ghost": No right, this password is not to me, it is necessary to find the person B of our Organization, and then speak to him this mouth
So that we can join our organization.

So in this place we can see that at the beginning of the game, the player and tithing will get the "password" keyword first, the next
The key word will appear in the Conversation menu. And after the player chooses the password this keyword, then can obtain further information as well as "the shadowy
"This keyword. Then the mysterious keyword to the tithing to ask, you can learn the use of this keyword. Next we'll
Look at the person B information:

Person B "No keyword": Sorry, I don't know anything,
Would you please not disturb me?

Person B "Shadowy": You know our password, then you can join our organization. Our task is to overthrow the current government and hope you will do the same for this matter.

Successfully joined the organization of the chaos

From here we can see that if the player has not yet acquired the mysterious keyword to find person B to talk to, it is impossible to get any news from person B's mouth. But when the player obtains the "ghost" keyword from tithing's mouth, this option appears in the Conversation menu, which can be answered from the person B, and can be added to a disorderly organization. This kind of conversation message structure, that is, the key word system can really play a role in the place.

One thing to keep in mind when designing a keyword system is to turn off some of the keywords that don't work. In the example above, when the player successfully joins the disorderly organization, this part of the event can be said to be over, this time can be "password" and "ghost" of the two keywords closed. But if these two keywords have a role to play, you cannot close it so lightly.

In this case, some people may say that this kind of plot does not need to use the keyword system, even if the simple single-sentence structure can be processed. But please think about it, if the plot of this place when the player and tithing talk, tithing will all the news a brain of all said out, then not very mean. In addition, the key word system in the game when the player is stuck, you can also let the player repeatedly ask the same keyword to get the message, compared to the sentence-type structure that careless did not see will be stuck in the situation, is not also appear more humane it.

All of the above are the benefits of the keyword system, but why is the current game rarely using a keyword system? It's all about designing a keyword system. The data structure of the conversation becomes more complex. Think about it, as long as you're planning a conversation message, just match the characters in each game with different story passages. However, in a keyword system, the designer must properly assign the keyword to the
All over the story dialogue, can make the keyword system really play a role, so in the design of the plot when there are more difficulties. In addition, at present, most of the domestic companies have plans to push the game abroad. Because the Chinese word is not the phonetic alphabet, so these keywords once translated into other countries of the language (such as Korean, English and so on), it will happen to translate the word into a long string of words, if you reluctantly delete a string of text into a moderate length, it will be possible to irrelevant the problem (this situation is like The problem in the third generation of the Magic Gate becomes as strange as the Chinese question, or the area where the text is displayed. Also because of these reasons, so that domestic companies try not to touch such a system, so as not to trouble.

In fact, the keyword system is actually a very large scale system, even in the game of musical instruments have used such a system. It is definitely a perfect conversation system because it is better at mastering the plot than the single sentence and its more structured data structure.

 

Contact Us

The content source of this page is from Internet, which doesn't represent Alibaba Cloud's opinion; products and services mentioned on that page don't have any relationship with Alibaba Cloud. If the content of the page makes you feel confusing, please write us an email, we will handle the problem within 5 days after receiving your email.

If you find any instances of plagiarism from the community, please send an email to: info-contact@alibabacloud.com and provide relevant evidence. A staff member will contact you within 5 working days.

A Free Trial That Lets You Build Big!

Start building with 50+ products and up to 12 months usage for Elastic Compute Service

  • Sales Support

    1 on 1 presale consultation

  • After-Sales Support

    24/7 Technical Support 6 Free Tickets per Quarter Faster Response

  • Alibaba Cloud offers highly flexible support services tailored to meet your exact needs.