Overview
Words as weapons. Dialogue trees transformed conversation from flavour text into gameplay system. Early adventure games offered simple choices; RPGs like Fallout added skill checks; Mass Effect introduced the conversation wheel; Disco Elysium made dialogue the entire game. The technique lets players craft character personality through accumulated choices while writers manage exponentially branching complexity.
Fast facts
- Origins: Text adventures, early RPGs.
- Innovation: Skill-gated options.
- Challenge: Combinatorial explosion.
- Modern form: Conversation wheels, keywords.
Structure types
| Type | Characteristics |
|---|
| Hub and spoke | Return to central options |
| Waterfall | Linear with branches |
| Network | Interconnected nodes |
| Hybrid | Combined approaches |
Player expression
| Method | Game example |
|---|
| Tone selection | Mass Effect wheel |
| Skill checks | Fallout series |
| Keyword response | Morrowind topics |
| Full sentences | Dragon Age |
Skill integration
| Check type | Function |
|---|
| Speech/persuasion | Convince NPCs |
| Intelligence | Unlock options |
| Background | Context-specific |
| Reputation | Relationship gates |
Design challenges
| Problem | Solution |
|---|
| Combinatorial explosion | Hub structure |
| Voice acting cost | Limit branches |
| Player expectation | Clear consequences |
| Testing complexity | Automated tools |
Evolution
| Era | Innovation |
|---|
| Text adventure | Basic branching |
| CRPG golden age | Skill integration |
| Voice acting era | Conversation wheels |
| Modern | Systemic reputation |
See also