
A dialogue tree, or conversation tree, is a gameplay mechanic that is used throughout many
adventure game
An adventure game is a video game genre in which the player assumes the role of a protagonist in an interactive story driven by exploration and/or puzzle-solving. The genre's focus on story allows it to draw heavily from other narrative-based m ...
s (including
action-adventure game
The action-adventure genre is a video game hybrid genre that combines core elements from both the action game and adventure game genres.
Typically, pure adventure games have situational problems for the player to solve to complete a storyli ...
s) and
role-playing video game
A role-playing video game (commonly referred to as simply a role-playing game or RPG, as well as a computer role-playing game or CRPG) is a video game genre where the player controls the actions of a character (or several party members) immers ...
s.
When interacting with a
non-player character
A non-player character (NPC), or non-playable character, is any character in a game that is not controlled by a player. The term originated in traditional tabletop role-playing games where it applies to characters controlled by the gamemaster ...
, the player is given a choice of what to say and makes subsequent choices until the conversation ends.
Certain
video game genres, such as
visual novel
A , often abbreviated as VN, is a form of digital semi-interactive fiction. Visual novels are often associated with and used in the medium of video games, but are not always labeled as such themselves. They combine a textual narrative with sta ...
s and
dating sim
Dating sims, or , are video game subgenre of simulation games with romantic elements.
Dating sims are often dialog-heavy and focus on time management. The player must befriend and carefully build and maintain a relationship with one or more ...
s, revolve almost entirely around these character interactions and
branching dialogues.
History
The concept of the dialogue tree has existed long before the advent of
video game
Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device to gener ...
s. The earliest known dialogue tree is described in "
The Garden of Forking Paths," a 1941 short story by
Jorge Luis Borges
Jorge Francisco Isidoro Luis Borges Acevedo (; ; 24 August 1899 – 14 June 1986) was an Argentine short-story writer, essayist, poet and translator, as well as a key figure in Spanish-language and international literature. His best-known b ...
, in which the combination book of Ts'ui Pên allows all major outcomes from an event branch into their own chapters. Much like the game counterparts this story reconvenes as it progresses (as possible outcomes would approach n where n is the number of options at each fork and m is the depth of the tree).
The first computer
dialogue system was featured in
ELIZA
ELIZA is an early natural language processing computer program created from 1964 to 1966 at the MIT Artificial Intelligence Laboratory by Joseph Weizenbaum. Created to demonstrate the superficiality of communication between humans and machines ...
, a primitive
natural language processing
Natural language processing (NLP) is an interdisciplinary subfield of linguistics, computer science, and artificial intelligence concerned with the interactions between computers and human language, in particular how to program computers to proc ...
computer program
A computer program is a sequence or set of instructions in a programming language for a computer to execute. Computer programs are one component of software, which also includes documentation and other intangible components.
A computer progra ...
written by
Joseph Weizenbaum
Joseph Weizenbaum (8 January 1923 – 5 March 2008) was a German American computer scientist and a professor at MIT. The Weizenbaum Award is named after him. He is considered one of the fathers of modern artificial intelligence.
Life and care ...
between 1964 and 1966. The program emulated interaction between the user and an
artificial therapist. With the advent of
video game
Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device to gener ...
s,
interactive entertainment have attempted to incorporate meaningful interactions with virtual characters.
Branching dialogues have since become a common feature in visual novels,
dating sim
Dating sims, or , are video game subgenre of simulation games with romantic elements.
Dating sims are often dialog-heavy and focus on time management. The player must befriend and carefully build and maintain a relationship with one or more ...
s,
adventure game
An adventure game is a video game genre in which the player assumes the role of a protagonist in an interactive story driven by exploration and/or puzzle-solving. The genre's focus on story allows it to draw heavily from other narrative-based m ...
s, and
role-playing video game
A role-playing video game (commonly referred to as simply a role-playing game or RPG, as well as a computer role-playing game or CRPG) is a video game genre where the player controls the actions of a character (or several party members) immers ...
s.
Game mechanics

The player typically enters the gameplay mode by choosing to speak with a
non-player character
A non-player character (NPC), or non-playable character, is any character in a game that is not controlled by a player. The term originated in traditional tabletop role-playing games where it applies to characters controlled by the gamemaster ...
(or when a non-player character chooses to speak to them), and then choosing a line of pre-written dialog from a menu. Upon choosing what to say, the non-player character responds to the player, and the player is given another choice of what to say. This cycle continues until the conversation ends. The conversation may end when the player selects a farewell message, the non-player character has nothing more to add and ends the conversation, or when the player makes a bad choice (perhaps angering the non-player to leave the conversation).
Games often offer options to ask non-players to reiterate information about a topic, allowing players to replay parts of the conversation that they did not pay close enough attention to the first time.
These conversations are said to be designed as a
tree structure
A tree structure, tree diagram, or tree model is a way of representing the hierarchical nature of a structure in a graphical form. It is named a "tree structure" because the classic representation resembles a tree, although the chart is genera ...
, with players deciding between each branch of dialog to pursue. Unlike a branching story, players may return to earlier parts of a conversation tree and repeat them. Each branch point (or node) is essentially a different menu of choices, and each choice that the player makes triggers a response from the non-player character followed by a new menu of choices.
In some genres such as
role-playing video game
A role-playing video game (commonly referred to as simply a role-playing game or RPG, as well as a computer role-playing game or CRPG) is a video game genre where the player controls the actions of a character (or several party members) immers ...
s, external factors such as charisma may influence the response of the non-player character or unlock options that would not be available to other characters.
These conversations can have far-reaching consequences, such as deciding to disclose a valuable secret that has been entrusted to the player.
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.
Certain game genres revolve almost entirely around character interactions, including
visual novel
A , often abbreviated as VN, is a form of digital semi-interactive fiction. Visual novels are often associated with and used in the medium of video games, but are not always labeled as such themselves. They combine a textual narrative with sta ...
s such as ''
Ace Attorney'' and
dating sim
Dating sims, or , are video game subgenre of simulation games with romantic elements.
Dating sims are often dialog-heavy and focus on time management. The player must befriend and carefully build and maintain a relationship with one or more ...
s such as ''
Tokimeki Memorial'', usually featuring complex branching dialogues and often presenting the player's possible responses word-for-word as the
player character
A player character (also known as a playable character or PC) is a fictional character in a video game or tabletop role-playing game whose actions are controlled by a player rather than the rules of the game. The characters that are not control ...
would say them. 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. These games often feature a
day-night cycle
A diurnal cycle (or diel cycle) is any pattern that recurs every 24 hours as a result of one full rotation of the planet Earth around its axis. Earth's rotation causes surface temperature fluctuations throughout the day and night, as well as we ...
with a time scheduling system that provides context and relevance to character interactions, allowing players to choose when and if to interact with certain characters, which in turn influences their responses during later conversations.
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
is a Japanese steampunk media franchise created by Oji Hiroi and owned by Sega. It is focused around a series of cross-genre video games. The first game in the series was released in 1996, with five sequels and numerous spin-off titles b ...
'' and ''
Alpha Protocol''.
Another variation of branching dialogues can be seen in the
adventure game
An adventure game is a video game genre in which the player assumes the role of a protagonist in an interactive story driven by exploration and/or puzzle-solving. The genre's focus on story allows it to draw heavily from other narrative-based m ...
''
Culpa Innata
''Culpa Innata'' ( la, Original Sin or Innate Fault) is a third person point-and-click adventure game developed by Turkish company Momentum AS and published by Strategy First. The game invites the player into an exploration of a Utopian city of ...
'', where the player chooses a tactic at the beginning of a conversation, such as using either a formal, casual or accusatory manner, that affects the tone of the conversation and the information gleaned from the interviewee.
Value and impact
This mechanism allows game designers to provide interactive conversations with nonplayer characters without having to tackle the challenges of
natural language processing
Natural language processing (NLP) is an interdisciplinary subfield of linguistics, computer science, and artificial intelligence concerned with the interactions between computers and human language, in particular how to program computers to proc ...
in the field of
artificial intelligence
Artificial intelligence (AI) is intelligence—perceiving, synthesizing, and inferring information—demonstrated by machine
A machine is a physical system using Power (physics), power to apply Force, forces and control Motion, moveme ...
.
In games such as ''
Monkey Island'', these conversations can help demonstrate the personality of certain characters.
See also
*
Digital conversation
*
Sierra Entertainment
References
{{Video game gameplay
Adventure games
Trees (data structures)
Video game gameplay
Role-playing game terminology