[This is part of a series of discussions on the craft of modeling conversation. For previous installments, see my original Homer in Silicon article which lays out the basic elements of the model, and previous blog posts on NPC initiative and subject changes, and transitions in player speech.]
There’s a hacky moment in Alabaster to do with interruptions.
During one of the first moves of the game, you can ask Snow White about something while she’s waiting for an answer about whether you’re going to escort her to the forest. So, if you talk about something else instead, she gets angry and interrupts. In the first implementation, she waited for the subject-changing hook to object; but I didn’t like the effect of that, so I decided to have her actually interrupt the speech in progress. Whatever the player is saying, after the first few words, she’ll leap in: this is done by dumping the quip content to indexed text and running a regular expression to automatically detect a safe break-in point. This happens regardless of which question you’ve asked her (and there are dozens of possibilities). For instance:
“Why do you –”
She sets her jaw as she realizes you are changing the subject.
“–avoid the Queen’s mirror? Many of us have stood before it, and taken no harm.”
If you asked this under any other circumstance, this question would just print as “Why do you avoid the Queen’s mirror? …” without interference.
The strength of this is that it let me introduce this feature across dozens of possible quips the player might say here, without having to edit the quips themselves. As this sample demonstrates, though, the weakness is that the algorithm for producing break-in points is pretty basic. Here we have Snow White looking irritated before the gist of the player’s comment is really clear at all.
Still, sometimes it works a lot better, and I found that it was still more interesting than using the subject-changing hook to show her anger in this particular context, so I left it as it was.
Continue reading “Modeling conversation flow: interrupting the player”
Now and then I get review copies of things that turn out to have too little narrative content for a Homer in Silicon column, but are decent enough that I play them for a while anyway.