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Asynchronous Dialogue System

Conversations between the PC (player character) and NPCs (non-player characters) in conventional games are usually sequence-based. The NPC talks to a certain point before pending the player's input, sometimes consisting of several prepared actions displayed on the screen in order to advance the conversation. While this method does provide the ability to converse within video games, our study shows it lacks the immersiveness that asynchronously based dialogue provides in some scenarios. Interruptions occur in real-life conversations and may add to a more convincing interaction. In this paper, we present a novel dialogue system that incorporates interruptions alongside emotion, making it possible for different participants involved in the conversation to interrupt and speak over each other while also having lasting consequences. This approach improves conversational players' experience by increasing character believability and engagement. For illustration purposes, interruption was integrated into a text-based game encompassing two variations of the same scenario. The study involved playing both variations of the same game, one being a traditional sequence-based conversation while the other had a fluent dialogue which supports interruption both from the PC and NPCs. Eight students previously familiar with video game dialogues played both variations, half starting with the other version. Each test ended with a survey followed by an interview talking about the answers. Each test took 30-40 min.

Identiferoai:union.ndltd.org:UPSALLA1/oai:DiVA.org:mau-53486
Date January 2022
CreatorsNguyen, Keman, Andersson, Alfred
PublisherMalmö universitet, Fakulteten för teknik och samhälle (TS)
Source SetsDiVA Archive at Upsalla University
LanguageEnglish
Detected LanguageEnglish
TypeStudent thesis, info:eu-repo/semantics/bachelorThesis, text
Formatapplication/pdf
Rightsinfo:eu-repo/semantics/openAccess

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