Modeling conversation flow: NPC repeating information

[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, subject changes, transitions in player speech, and interruptions.] One of the standard objections to early … Continue reading “Modeling conversation flow: NPC repeating information”

Modeling conversation flow: interrupting the player

[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 … Continue reading “Modeling conversation flow: interrupting the player”

Modeling conversation flow: transitions in player speech

[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.] One of the issues that has already appeared several times in these … Continue reading “Modeling conversation flow: transitions in player speech”

Modeling conversation flow: subject changes

[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 my blog post on NPC initiative, which describes how NPCs might manage a list of things to say in the future.] … Continue reading “Modeling conversation flow: subject changes”

Modeling conversation flow: types of NPC Initiative

In Galatea, one of the things I wanted to do, but managed very badly, was to have Galatea continue the conversation herself if you stopped to listen to her rather than talking. But the number of such things she had to say was pretty sparse, so it wasn’t worth stopping to wait after every turn, … Continue reading “Modeling conversation flow: types of NPC Initiative”

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 … Continue reading “Mailbag: Deep Conversation”