This paper takes a look at two non-player characters in the game Dragon Age Origins and analyzes if their dialogues spoken are contributing to making the characters examined complex and also seeing if the dialogues spoken on a specific topic are being consistent. That the characters are having the same view on the topic does not matter to any other non-player characters to whom they speak. Thirty dialogues are being analyzed. Fifteen of them are delivered by the character Alistair and the other fifteen by the character Leliana. As an analyzing tool, Paul Grice's maxim of quantity and maxim of manner has been used. The conclusion suggests how Paul Grice's maxims could be used as a helping tool when writing dialogue for games
Conversations between the PC (player character) and NPCs (non-player characters) in conventional gam...
Most computer game characters are either “talkers, ” i.e., they engage in dialogue with the player, ...
Dialogue systems are integral mechanics in roleplaying video games, as forms of worldbuilding that a...
The aim of this essay is to investigate the function and development of non-player characters (NPC) ...
The aim of this essay is to investigate the function and development of non-player characters (NPC) ...
This work is a study with the question What are important qualities within a dialogue system for RPG...
This work is a study with the question What are important qualities within a dialogue system for RPG...
This work is a study with the question What are important qualities within a dialogue system for RPG...
This thesis is an examination of interactive role-playing game Dragon Age II (2011), by video game s...
Videogames often take place in fictional worlds, yet the performed accents of game characters are re...
This paper investigates issues of character believability and intelligent personalization through a ...
This paper explores the impact that spontaneous independent NPC dialogues have upon the player exper...
This paper explores the impact that spontaneous independent NPC dialogues have upon the player exper...
This paper explores the impact that spontaneous independent NPC dialogues have upon the player exper...
Serious games offer an opportunity for players to learn communication skills by practicing conversat...
Conversations between the PC (player character) and NPCs (non-player characters) in conventional gam...
Most computer game characters are either “talkers, ” i.e., they engage in dialogue with the player, ...
Dialogue systems are integral mechanics in roleplaying video games, as forms of worldbuilding that a...
The aim of this essay is to investigate the function and development of non-player characters (NPC) ...
The aim of this essay is to investigate the function and development of non-player characters (NPC) ...
This work is a study with the question What are important qualities within a dialogue system for RPG...
This work is a study with the question What are important qualities within a dialogue system for RPG...
This work is a study with the question What are important qualities within a dialogue system for RPG...
This thesis is an examination of interactive role-playing game Dragon Age II (2011), by video game s...
Videogames often take place in fictional worlds, yet the performed accents of game characters are re...
This paper investigates issues of character believability and intelligent personalization through a ...
This paper explores the impact that spontaneous independent NPC dialogues have upon the player exper...
This paper explores the impact that spontaneous independent NPC dialogues have upon the player exper...
This paper explores the impact that spontaneous independent NPC dialogues have upon the player exper...
Serious games offer an opportunity for players to learn communication skills by practicing conversat...
Conversations between the PC (player character) and NPCs (non-player characters) in conventional gam...
Most computer game characters are either “talkers, ” i.e., they engage in dialogue with the player, ...
Dialogue systems are integral mechanics in roleplaying video games, as forms of worldbuilding that a...