Well, it’s true that in most games of any genre the conversation system is tiresome and suffers from - how you call it - the “lawnmover effect” where after a certain amount of time the conversation doesn’t deliver any new information, so that the player loses interest.
It’s the same in real life: when you have a conversation with someone and that someone repeats him-/herself all the time or “beats a dead horse” then you become tired and don’t want to listen anymore.
Even commercial games suffer from this problem. For example, in the 3D-FPS/RPG S.T.A.L.K.E.R. - Shadow of Chernobyl (which is one of my favorite games) the developers implemented a conversation system where the player can approach a NPC and ask questions. Now the flaw with that conversation system is that most of the NPCs give you the same answers and that the player himself can only ask the same questions most of the time.
For instance, there is this “famous” question you can ask any NPC you encounter in the Zone of STALKER:
“Can you tell me something interesting about this place?”
Not only that this question itself becomes very boring very quickly. No, any NPC’s answer to it is mostly the same and goes like this:
“No, I don’t know anything about this place … bla bla.”
And IF they tell you something interesting then it is the same information again each time you ask a certain NPC the same question. So the conversation lacks some variation which would have added to the replayability of the game.
There is another well-known and older commercial 3D-FPS/RPG which has a very good conversation system actually. It’s my most favorite cyberpunk-game Deus Ex (which is by the way a great inspiration for my textadventure games)! In Deus Ex when you start a conversation with a NPC the answers and even the player’s questions can vary and depend on whether you have accomplished a certain task before or whether you have a certain item in your inventory or not.
I have already implemented such a variation in version 1.0 of my system Node-X (see “Project Delta: The Course”) where so-called “FlagNodes” can perform checks on the player’s inventory or other values and then branch into an alternate node (page). This technique can be used, for example, to make a conversation with a NPC turn into another direction when the player did a certain thing before.
I don’t know if you guys have noticed it, but in “Project Delta: The Course” I added one situation - using a FlagNode controlling it - where Lt. Walker says “Hey, where’s your beretta?! Have you left it on the table? …” if the player put the beretta back on the table before following Lt. Walker to the target range.
To cut a long story short, I think it all depends how well a conversation is branched and how much variation/replayability it has.
And it doesn’t really matter if the textadventure is multiple-choice or parser-based. Even in a parser-based game things can become very tiresome very soon. For example, when a player gets the same answer over and over again when typing in unknown commands:
[code]>OPEN TRUNK
I don’t know how to do that.
GET INTO CAR
I don’t know how to do that.
F**K YOURSELF
I don’t know how to do that.
…[/code]
It’s really just a matter of variation and “alternate branching” - how it’s called in Node-X - to keep a conversation interesting in my opinion. And by the way, the answers which a parser gives to the player when he/she types a command can also be understood as some sort of “conversation”. And as you know, that “conversation” can become so tiresome in so many parser-based adventures. I really hate when a parser gives me the same answers to the same problem or the same typed commands.
P.S. If I made a parser-based adventure (which I won’t do, because I aim at the CYOA/multiple-choice subgenre only) then the above example would look as follows:
[code]>OPEN TRUNK
You need a key to open that trunk.
GET INTO CAR
You can’t. The car’s doors are locked.
F**K YOURSELF
I shouldn’t do that in a public place. Should I ?
OPEN TRUNK
As I said this trunk can only be opened with a key.
OPEN TRUNK
Are you deaf or something? I said YOU NEED A KEY!
OPEN TRUNK
I think YOU should f**k yourself.
FUCK YOURSELF
Haha, you are too stupid for this game.
GET INTO CAR
The rules are simple: Find the f**king key or quit.
QUIT
Now finally you did something right. Bye-bye, lamer.[/code]
Some people could argue that this technique breaks the fourth wall or is bad, because it insults the player in the end. But you know what, I think such a technique is cool and I hope that someone will implement something like this in his/her parser-based adventure in the future, although I’m aware of the fact that such implementation is hard to code, because the parser would have to keep track of many variables and depend its answers on it.
Emilian