Newsgroups: rec.arts.int-fiction
Path: gmd.de!Germany.EU.net!mcsun!sunic!uts!daimi!aau!joedal
From: joedal@dfi.aau.dk (Lars Joedal)
Subject: Re: Character interaction
Message-ID: <joedal.733145878@dfi.aau.dk>
Sender: news@aau.dk
Nntp-Posting-Host: dfi.aau.dk
Organization: Aarhus University, Denmark
References: <JyJX1B11w165w@west.darkside.com>
Date: Fri, 26 Mar 1993 11:37:58 GMT
Lines: 63

max@west.darkside.com (Erik Max Francis) writes:

>> At the top of the screen is a description of the person you are talking
>> to, which might change during the conversation . . .

>While of course I'm interested in interaction, I don't know if this is 
>the right way to go about doing it.  I'd prefer a method which sticks 
>to standard IF paradigms -- in other words, you have the person's 
>reaction described to you through normal text, instead of having a 
>specific window set aside for it.

On the other hand, having a seperate window for conversations give a
more fluent and realistic dialogue. Regardless of the way the conversation
is controlled (keywords or a menu with options) there will be some very
non-conversational commands among the actual talking.
Some examples:

	>Talk to teacher
	What do you want to say to her?
	1.  What a nice weather it is today!
	2.  I want to enroll in your class.
	3.  Can you tell me anything about the magic wistle?
	>3
	"What wistle?" she asks innocently.

	>ask teacher about the magic wistle
	"What wistle?" she asks innocently.

Using a seperate window for conversation instead it could look like:

	"Can you tell me anything about the magic wistle?" you ask
	the teacher.
	"What wistle?" she asks innocently.

Or, if the idea of putting in some more text was implemented:

	"Can you tell me anything about the magic wistle?" you ask
	the teacher, hoping to take her by surprise.
	For a short moment the teacher looks at you strangely, perhaps
	wondering how you could know anything about the wistle. Or
	perhaps she really has no clue of what you are talking about.
	"What wistle?" she asks innocently.

The proposed sceme seemed very promising to me, because it would allow
much more rich conversations than the normal ASK, TELL, SHOW, GIVE.
Personally, I think that if we could find ways to implement "real"
conversations they should not be scattered with simple commands like
these. But that is of course only my oppinion.
Perhaps it could be made both ways. How about allowing the user to
choose NOT to use the "conversation window"? The text should then come
between the commands, as usual (just like it is with normal ask-about
commands). But it should still be possible to have a "conversation window"
if the player wants it.
Does this satisfy everybody? And/or can anybody come up with a better
suggestion?

+------------------------------------------------------------------------+
| Lars J|dal                | Q: What's the difference between a quantum |
| email: joedal@dfi.aau.dk  |    mechanic and an auto mechanic?          |
| Physics student at the    | A: A quantum mechanic can get his car into |
| University of Aarhus      |    the garage without opening the door.    |
| Denmark                   |                    -- David Kra            |
+------------------------------------------------------------------------+
