Dialogue tree

conversation treedialog treedialogue choicesbranching dialoguechoicesdialogue treesdialogue choicedialogue wheelBranching dialoguesconversation
A dialogue tree, or conversation tree, is a gameplay mechanic that is used throughout many adventure games (including action-adventure games ) and role-playing video games.wikipedia
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Adventure game

Adventuregraphic adventurepoint-and-click adventure game
A dialogue tree, or conversation tree, is a gameplay mechanic that is used throughout many adventure games (including action-adventure games ) and role-playing video games.
This genre of game is known for representing dialog as a conversation tree.

Role-playing video game

role-playingRPGrole-playing game
A dialogue tree, or conversation tree, is a gameplay mechanic that is used throughout many adventure games (including action-adventure games ) and role-playing video games.
Characterization of non-player characters in video games is often handled using a dialog tree.

Visual novel

visual novelssound novelAdventure
Certain video game genres, such as visual novels and dating sims, revolve almost entirely around these character interactions and branching dialogues. Certain game genres revolve almost entirely around character interactions, including visual novels such as Ace Attorney and dating sims such as Tokimeki Memorial, usually featuring complex branching dialogues and often presenting the player's possible responses word-for-word as the player character would say them.
Many visual novels often revolve almost entirely around character interactions and dialogue choices, such as Ace Attorney and Tokimeki Memorial, usually featuring complex branching dialogues and often presenting the player's possible responses word-for-word as the player character would say them.

Nonlinear gameplay

branching plot linenon-linearnonlinear
Certain video game genres, such as visual novels and dating sims, revolve almost entirely around these character interactions and branching dialogues.
A recent acclaimed example is 999: Nine Hours, Nine Persons, Nine Doors, where nearly every action and dialogue choice can lead to entirely new branching paths and endings.

Dating sim

dating simulationdating simsdating simulator
Certain video game genres, such as visual novels and dating sims, revolve almost entirely around these character interactions and branching dialogues. Certain game genres revolve almost entirely around character interactions, including visual novels such as Ace Attorney and dating sims such as Tokimeki Memorial, usually featuring complex branching dialogues and often presenting the player's possible responses word-for-word as the player character would say them.
Dating sims such as Tokimeki Memorial often revolve almost entirely around relationship-building, usually featuring complex character interactions and branching dialogue trees, and often presenting the player's possible responses word-for-word as the player character would say them.

Action-adventure game

action-adventureaction-adventure video gamearcade adventure
A dialogue tree, or conversation tree, is a gameplay mechanic that is used throughout many adventure games (including action-adventure games ) and role-playing video games.
Many action-adventure games simulate a conversation through a conversation tree.

Non-player character

NPCNPCsnon-playable character
When interacting with a non-player character, the player is given a choice of what to say and makes subsequent choices until the conversation ends.
More advanced RPGs feature interactive dialogue, or branching dialogue (dialogue trees).

Tree (data structure)

treetree data structuretrees
However, these are usually not real tree data structure in programmers sense, because they contain cycles as can be seen on illustration on this page.
Dialog tree

Sakura Wars

Sakura TaisenSakura Taisen: Ecole de ParisSakura Taisen: New York NY.
Some games use a real-time conversation system, giving the player only a few seconds to respond to a non-player character, such as Sega's Sakura Wars and Alpha Protocol.
LIPS presents the player with options to choose from during conversations and events, where the player must make a choice within a certain time limit, or choose not to respond at all by not making a choice within that time.

Quick time event

quick time eventsquick-time eventQTE
Some games use a real-time conversation system, giving the player only a few seconds to respond to a non-player character, such as Sega's Sakura Wars and Alpha Protocol.
Furthermore, during conversation trees with non-player characters, failure to select the next choice of topic in a limited time may affect later events in the game.

Video game genre

genregenresvideo game genres
Certain video game genres, such as visual novels and dating sims, revolve almost entirely around these character interactions and branching dialogues.

Video game

video gamesgamevideogame
The concept of the dialogue tree has existed long before the advent of video games. With the advent of video games, interactive entertainment have attempted to incorporate meaningful interactions with virtual characters.

The Garden of Forking Paths

El Jardín de senderos que se bifurcan
The earliest known dialogue tree is described in "The Garden of Forking Paths," a 1941 short story by Jorge Luis Borges, in which the combination book of Ts'ui Pên allows all major outcomes from an event branch into their own chapters.

Jorge Luis Borges

BorgesBorgesianJorge Luis '''Borges
The earliest known dialogue tree is described in "The Garden of Forking Paths," a 1941 short story by Jorge Luis Borges, in which the combination book of Ts'ui Pên allows all major outcomes from an event branch into their own chapters.

ELIZA

doctor.elElisa
The first computer dialogue system was featured in ELIZA, a primitive natural language processing computer program written by Joseph Weizenbaum between 1964 and 1966.

Natural language processing

NLPnatural languagenatural-language processing
The first computer dialogue system was featured in ELIZA, a primitive natural language processing computer program written by Joseph Weizenbaum between 1964 and 1966.

Computer program

programprogramscomputer programs
The first computer dialogue system was featured in ELIZA, a primitive natural language processing computer program written by Joseph Weizenbaum between 1964 and 1966.

Joseph Weizenbaum

computer languagesProfessor Joseph Weizenbaum
The first computer dialogue system was featured in ELIZA, a primitive natural language processing computer program written by Joseph Weizenbaum between 1964 and 1966.

Artificial intelligence

AIartificially intelligentA.I.
The program emulated interaction between the user and an artificial therapist.

Interactive media

rich mediainteractive entertainmentrich-media
With the advent of video games, interactive entertainment have attempted to incorporate meaningful interactions with virtual characters.

Tree structure

treehierarchical treetree diagram
These conversations are said to be designed as a tree structure, with players deciding between each branch of dialog to pursue.

Ace Attorney

逆転裁判Gyakuten SaibanPhoenix Wright
Certain game genres revolve almost entirely around character interactions, including visual novels such as Ace Attorney and dating sims such as Tokimeki Memorial, usually featuring complex branching dialogues and often presenting the player's possible responses word-for-word as the player character would say them.

Tokimeki Memorial

Tokimeki Memorial: Forever with YouGekkan Tokimeki Memorial 13Momo Aikawa
Certain game genres revolve almost entirely around character interactions, including visual novels such as Ace Attorney and dating sims such as Tokimeki Memorial, usually featuring complex branching dialogues and often presenting the player's possible responses word-for-word as the player character would say them.

Player character

playable characterplayer characterscharacter
Certain game genres revolve almost entirely around character interactions, including visual novels such as Ace Attorney and dating sims such as Tokimeki Memorial, usually featuring complex branching dialogues and often presenting the player's possible responses word-for-word as the player character would say them.

Persona (series)

PersonaPersona SeriesPersona 3: The Weird Masquerade: Ao no Kakusei
Games revolving around relationship-building, including visual novels, dating sims such as Tokimeki Memorial, and some role-playing games such as Shin Megami Tensei: Persona, often give choices that have a different number of associated "mood points" which influence a player character's relationship and future conversations with a non-player character.