Interactive fiction writer and pioneer Emily Short has a regular column at GameSetWatch called “Homer in Silicon.” In her latest column, titled “Sub-Façade,” she describes some ways to approach conversation modeling in games. The name comes from the game Façade.
Conversation is such an important part of real life, and yet in games it doesn’t seem like it’s discussed very much (at least outside of the IF community). It’s not too surprising – real conversation is an extremely complex and nuanced form of communication that is affected by all kinds of internal and external stimuli. In most games, it’s not only unnecessary to have realistic communication, but also extremely time-consuming to implement (indeed, since you would be essentially inventing the wheel), and probably a hindrance to the player as well.
That said, games are the perfect place to explore conversation (or anything, really). And who better to open up the discussion to the general public than Ms. Short, who has authored many award-winning interactive fiction games that focus on conversation. I thought this was a fascinating article that earns bonus points for containing the phrase “atomic quip.”