Hello all,
The two and a half Inform games I’ve written thus far haven’t really delved into the intricacies of conversation. When I started I figured conversation was a complex topic all of its own that I didn’t need to confuse myself with while learning to program IF in general. In my first game, I used a technique where “asking” and “saying” and all those other conversation-verbs worked in exactly the same way, and the NPC’s simply gave you five soundbites of information when you spoke to them, in any way, five times.
I’ve played a lot of old-school IF, but not a lot of newer, so I haven’t learned much about conversations through playing either.
Now I’m ready to start thinking about it, and I’d like to solicit opinions. In the case of inform, do players really pay a lot of attention to whether they’re “asking”, “saying”, etc? Is it desirable to program different responses depending on which of these verbs was used?
Do most programmers use a table with keywords, where certain words from the player elicit certain responses from the NPCs? What are some of the other techniques?
What are some IF games that I can play around with, that do conversation especially well? For this exercise I don’t really care if they are stellar games in any other capacity. I’d just like to learn something about what a good implementation of conversation looks like.
Thanks!