Conversation as Gameplay (Talk)

[Yesterday I gave a talk at the Oxford/London IF Meetup. The session was about conversation as gameplay, and also featured Flo Minuzzi of Tea-Powered Games, speaking about their released game Dialogue and their upcoming Elemental Flow. There’s a nice livetweeted thread version of my talk available on Twitter thanks to Florence Smith Nicholls, but I promised also to make a blog post about what I said.

Because the talk was written for an audience that included students, game designers from other parts of the industry, and newcomers to interactive fiction, I included some history of my own work that may be redundant for readers of this blog; there’s also some overlap with a talk I gave in Warsaw last September. However, the material towards the end of this talk is largely new.]

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The Problem Statement

I want more games to be about human interaction, about the nuances of how people deal with one another, about the kinds of topics that appear in dramatic movies. That’s partly because I’d like to play more games about conversation and social interaction. I’m not as interested in action as a topic, and to be honest I often fall asleep during superhero movies these days.

Meanwhile, as an artist, part of the reason I write games is to explore and interrogate things I don’t yet fully understand. Building procedural systems and seeing how they perform is a great way to explore whether our mental models are correct. How people understand each other (or don’t), how they connect and why, are topics of enduring fascination for me.

So I want more conversation-rich games. For that to work as I’d like, the conversation needs to be rewarding as gameplay — not just bolted on around gameplay, as it so often is.

When it comes to my own work, I have a few more ambitions and requirements as well:

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First, I want it to allow the player to act with intentionality: to lay plans and carry them out. That means that we need some systematic mechanics that the player can learn and manipulate.

For the purposes of this talk, I’m not spending much time on things that are pure branching dialogue trees without ongoing state or clear mechanics. I’ve sometimes written work in that space, and if you’re interested in how to get the most out of a relatively state-light dialogue presentation, I recommend having a look at Jon Ingold’s AdventureX talk about writing sparkling interactive dialogue. But that’s not what we’re looking at today.

[I’ve written more about world model and systematic mechanics for conversation elsewhere.]

Second, I want the resulting mechanic to have good pacing and dramatic qualities — so a mechanic that systematizes conversation but makes it feel very slow, stilted, metaphorical, or hard to manipulate is not what I’m looking for. Some of these can be cool to play, but I myself tend to be looking to write something that has a bit more fluidity.

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Restless

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So I released a new game! Here’s its blurb:

You’ve been haunting old Mrs Fagles for decades. Now she’s sold the house, and the new owner’s moved in. Sylvie’s broke, bad at plumbing, and anxious about everything.  And with a living, breathing, fretting roommate, how are you supposed to rest in peace?

Drink blood. Set fires. Tell lies. Give advice, loan out a wedding dress, reclaim your true name.  Remix your dialogue options to reflect your mood or dig deeper into the topics that interest you.

I mentioned this briefly in yesterday’s link round up, but I wanted to give a little more background on it than a link round up typically allows for.

Restless is a game written for ECTOCOMP, a venerable Halloween-themed IF competition. There are six endings, if you’re counting — though some of those endings mean different things depending on how you get to them.

It’s a purely conversation game. As in a lot of choice-based games, you have up to three options, and you can pick one. But in contrast to the typical dialogue situation, you can do something about it if you don’t like your current menu. Click a mood, and your options will shift to reflect that new attitude. Turn on moods individually or in combinations. Discover conversation topics and you can set your dialogue to explore those too.

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The Red Strings Club (Deconstructeam) and Minigame Conversation

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The Red Strings Club is a cyberpunk narrative experience about fate and happiness featuring the extensive use of pottery, bartending and impersonating people on the phone to take down a corporate conspiracy.

The Red Strings Club was recommended to me by a reader who explained that this was a game that used mixology as its conversation interface. If you want someone to talk to you, you make them a cocktail.

That does really sound like my kind of thing, I have to admit. I have written multiple prototype games, all of them sadly occupying dusty corners of my hard drive, that were based on some variation of “you have to mix evocatively-described liquids together in order to elicit information.” In one, it was a form of scrying with magical ingredients. In another, you were going to custom mix perfumes for yourself to wear to social events in order to subtly influence the conversation of the nobles around you. In a third, your choice of how to weight components in the mixture was going to drive the probabilities in generated descriptive text, so if you used a lot of one liquid you might become more perceptive about physical qualities, or a lot of another liquid would reveal memories.

None of these projects ever got finished. The perfumes one didn’t get further than an “oh I think I see how I’d do that” level of spec. But what appealed to me was a combination of challenge, physicality, and expressiveness

The challenge would have to do with the mixing rules: you might find that the ideal potion to scry out the murderer was one requiring ingredients that reacted horribly together, and you’d need to find a way to mix them safely.

The expressiveness would arise from the fact that you’re combining several elements into a single choice, and they could carry different axes of information. Imagine a perfume in which the top and heart notes express the noun and verb of action, the “what are you doing” portion of the command, while the base note expresses how you feel about it, a touch of protagonist characterization. Patchouli for the earnest, unguarded, irony-free. Sandalwood if you’re old enough to know better but not quite old enough to be genuinely subtle. Myrrh for bitterness. Vetiver for an inscrutable smirk.

It’s too rare in games that we’re allowed to say whether we take an action eagerly, or joyfully, or with reservations, or because we can think of no alternative.

Anyway. That is a very long preamble to say: that is not how The Red Strings Club works at all.

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Quarantine Circular (Bithell Games)

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Quarantine Circular is not a sequel to Subsurface Circular, but is very much an extension of the same core concept: a dialogue-driven game with dialogue menu and topic inventory, plus a lot of polish. In a few select places the topic inventories even allow you to combine concepts, constructing questions with multiple facets.

It’s less puzzle focused than Subsurface Circular, though, and more ambitious in the way it simulates social circumstances. You’re often talking to multiple parties at once, and things that please one character may irritate another in the same conversation. The story is less linear, as well: there’s more room to make choices early in the interaction that may have some long term effects. Meanwhile, the handling of the protagonist has shifted. Subsurface Circular has the player play a single character. In Quarantine, you take on several different viewpoint characters — though you may have limited access to those characters’ true understanding and motivation.

So mechanically, this has a lot of features that appeal to me — more than the original did. But that meant shifting more focus onto the fiction, and that didn’t bear up quite as well as I would have liked.

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Mailbag: Deep Conversation

This one was a follow-up question to the asker wondering whether Blood & Laurels was still available anywhere. (It isn’t.)

If there are any other games (IF or otherwise) that you’d recommend for deeper conversational experiences, I’d love to hear about those… I have a rather broad set of interests there, so anything you find especially exciting, new or odd would be great to hear about, especially where conversation is at the center of the game.

…right, okay. Well, that’s quite a broad field, but here are some possibilities, preferring more recent games (though interesting conversation games go back for quite a while).

Exploration-focused Dialogue

Parser-based conversation games are often designed to let the player explore concepts that interest them, treating the non-player character like a big encyclopedia rather than a goal-oriented partner in dialogue. That tradition goes back — well, back to the 80s, really, since Infocom’s murder mysteries allowed you to ask characters about important subjects and clues.

A few more recent examples that are either carry some of this concept over to a different interface or allow a different spin on it:

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Subsurface Circular (above) and Quarantine Circular are both primarily conversation games. Subsurface Circular has some embedded puzzles in the dialogue, including puzzles around manipulating emotional states and the knowledge of both the PC and other characters. As you find out new things, you gain “focus points”, an inventory of topics that you can introduce into conversation.

Speaking of manipulating emotional states, that’s really the primary approach in The Red Strings Club: you mix drinks for NPCs to affect their emotional status, then ask dialogue-tree questions.

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Subsurface Circular (Bithell Games)

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Subsurface Circular is a game of puzzle conversation. The look and feel are quite polished — nice animations, sound effects, a sense of three-dimensional place, a UI representation of how far you are along your subway journey — but your activity in the game is talking to your fellow robots on a subway car, mostly picking dialogue options.

For Plot Reasons, you yourself are never allowed to leave the subway. But other riders come and go, and you can interrogate them for as long as they’re seated near you. The subway ride also functions as a measure of your progress through the story, in an elegant understated way: you know where you started, and roughly how far you are from completing the loop.

Character entrances and exits are gated in such a way that, as far as I can tell, it’s not possible to fail at an important conversation beat because you’re too late and the character leaves the train before you’ve talked to them. The frame structure provides just enough sense of passing time to imply a little urgency, but not so much as to actually get in the way of success.

As you do so, you gather “focus points” — a topic inventory that you can deploy whenever your current strand of conversation runs out, unlocking new menu items. Your focus point buttons highlight when you have any available gambits associated with them. And there are also a handful of things to figure out, passwords you can extract from one character to use on another and so on.

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