Dialogue Systems

Any system that supplies conversation or interaction in your videogame's world. The need to create systems that support communication and guidance is paramount.

Practice - what you do

What Dialogue Systems Are

A dialogue system is the interface and logic that governs conversation in a videogame. It determines how players talk to characters, how characters respond, and how conversations flow.

Dialogue systems are where narrative meets interface design. The structure of conversation shapes what kinds of stories you can tell.

Core Components

Triggering: How do conversations start?

  • Automatic (enter area, story triggers)
  • Player-initiated (talk button near NPC)
  • Contextual (interrupt after certain actions)

Display: How is dialogue presented?

  • Text boxes
  • Voiced audio with subtitles
  • Speech bubbles
  • Full-screen conversational UI

Player Input: How does the player participate?

  • Advance text (passive)
  • Select from options
  • Type responses (parser)
  • Timed choices
  • No input (cinematic)

Flow Control: How does conversation progress?

  • Linear (one path)
  • Branching (multiple paths)
  • Hub-and-spoke (return to menu of topics)
  • State-based (available options depend on flags)

Common Structures

Simple Linear: Player advances through fixed text. No choices. Use for exposition, atmospheric flavor, world-building.

Menu Selection: Player chooses from a list of topics/responses. Use for information gathering, controlled exploration.

Branching Tree: Choices lead to different dialogue paths that may reconverge or diverge. Use for roleplaying, consequence, character expression.

Hub and Spoke: Keep returning to a central menu after each topic is explored. Use for investigation, lore, optional depth.

The Option Problem

What the player sees vs. what the character says is a design choice:

Approach Example Pro Con
Full preview "I'll help you find your daughter" Player knows exactly what they're choosing Long, can break flow
Paraphrase "[Agree to help]" Clean, brief Player may disagree with delivery
Tone tag "[Sympathetic]" Expresses character without spoiling Ambiguous
First words "I'll help you..." Natural, like real conversation Can be misleading

Mass Effect used a tone-based wheel that sometimes delivered lines players didn't expect. Disco Elysium shows full text. Neither is "correct" - they serve different experiences.

Conversation as Gameplay

Dialogue can be more than information delivery - it can be play.

  • Ace Attorney: Present evidence during testimony, catch contradictions
  • Disco Elysium: Skill checks embedded in dialogue, your thoughts argue with each other
  • Hades: Brief, contextual exchanges that deepen over dozens of runs

When dialogue is gameplay, it needs stakes (what can I win or lose?), player agency (what decisions matter?), and feedback (how do I know what worked?).

Exercise: Dialogue Autopsy

Take a dialogue sequence from a published videogame. Map:

  1. What's the structure? (Linear, branching, hub?)
  2. How is text displayed?
  3. What player input is required?
  4. How are options presented?

Related

Glossary Terms