I did some quick research on dialogue & storytelling systems and listed some links too (check comments on that previous blog post).
I started thinking that currently the “choose which line to say” leads to some sort of immersion break and the conversation might not flow optimally. I started thinking that since “micromanaging” is generally a bad thing in game projects, and since “pick the words you say” is somewhat about “micromanaging the conversation”, could the be better approach?
In project work, the approach is “result oriented”. Instead of telling coders how the name the functions and where to move the mouse, you tell ’em what you want (and perhaps give some restrictions that affect how to do it).
How would a dialogue system work if it was like this? Instead of choosing line A, which leads to choise B which leads to choice C which leads to situation N, you’d simply choose that “I want to get to N”. Then, depending your skills/tone/attributes/actions-you-done/state-of-world you might watch different dialogue, have automatic responses, and get to situation N.
I think this is slightly difficult to describe, and right now this is merely an idea, and I don’t know if some or many games are already using something like this.
I just feel that since sometimes the purpose of dialogue is to get from situation N to situation M, then perhaps it might provide more smooth and (perhaps even more immersive flow of discussion) when you need to select what you plan to do. If for example you are working on to complete Quest X (and need to get information regarding that), your discussions will be different when you are focusing on “Just fooling around”.
This system won’t solve the issue of “how much content needs to be written”, but is perhaps just a different take on commonly used dialogue tree.
What you think?