Gameplay Design Patterns for Game Dialogues

Authors

  • Jenny Brusk
  • Staffan Björk

Keywords:

gameplay patterns, dialogue systems

Abstract

Dialogues are natural models for human communication and have also been used to model interaction within computer games. In this paper, we look at current models of dialogues from within the field of computational linguistics and explore their usefulness of games, and especially for the design of gameplay through interaction with non- playing characters in games. This is done by analyzing several examples of computer-based games and similar playful activities, both to see which models of dialogues are used but also to suggest possible ways of expanding gameplay through using other dialogue models. Uses of existing models for dialogues within games are identified but an additional model, the Game State-based approach to dialogues, is introduced. The possible implications of the changes in gameplay are described through the use of gameplay design patterns, offering a way to encode design knowledge explicitly and link that knowledge to other gameplay design pattern collections.

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Published

2009-01-01

Bibtex

@Conference{digra393, title ="Gameplay Design Patterns for Game Dialogues", year = "2009", author = "Brusk, Jenny and Björk, Staffan", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/393}", booktitle = "Proceedings of DiGRA 2009 Conference: Breaking New Ground: Innovation in Games, Play, Practice and Theory"}