Analysis: Dialog Trees in Adventure Games
April 24, 2015
A lot has been developed on the second Sleuthhounds demo since I last posted about designing the game’s critical path. The tricky thing for today’s blog is that I can’t really write about most of those developments as they’re part of that critical path and would spoil the final game. However, one thing that I have been refining and can write about is the storyboard gameplay mechanic being introduced in this game.
I briefly touched on the storyboard system in my first production update about a month ago. However, I didn’t have the opportunity to really delve into its origins or how I arrived at the system currently in place. So put on your long scarf and bow tie (because bow ties are cool) and follow me back into the depths of time before the storyboard system was developed.
Our journey takes us back to early 2006. I was pleased with how my Cubes semimonthly comic strip was being received by friends and colleagues and was eager to do more with the characters and situations. I’ve been an adventure gamer almost as long as I can remember so the idea of doing a computer adventure game based on Cubes seemed a natural.
I had tried creating adventure games several times before, but they had never really gotten anywhere. Adventure games are complex pieces of software and require a lot of content (backgrounds, animations, sound effects, etc.). I knew how much work was involved and I knew I didn’t have the programming framework in place to create an adventure game (instead I worked on an FPS—first person splatter—which became the freeware Quack V game, but that’s straying from the point). However, that didn’t stop me from thinking about the design of a Cubes adventure game.
When I started thinking about the design, I also started thinking about the different things I’d seen in other adventure games over the years. It made sense to look at the designs of those older games and see what ideas I should adopt into my game, what ideas I should adapt, and what ideas I should discard.
For the record, I love adventure games. That does not stop me from looking at them with a critical eye and evaluating them in the way my professional software design self would evaluate any piece of software. One of the startling conclusions I came to very early on was that dialog trees really weren’t a very good gameplay element.
For those unfamiliar with this mechanic, a dialog tree is presented in a game when you, as the player character, talk to another character in the environment. You are then presented with a series of options that you can choose to ask the other character. Typically, when you pick an option a little bit of talking occurs between the two characters then you’re presented with new options to choose from. Most of the time you’ll also have an option that allows you to return to the previous set of options.
The first game I played with dialog trees was Indiana Jones and the Last Crusade. I remember most in this game that as Indy you had to talk your way past enemy guards at various points. Failing to do so meant you had to fight them instead. The problem with the dialog trees in Last Crusade was that only a few of the guards gave hints as to what dialog options might work on them. There wasn’t a good way, from a gameplay perspective, to “think” through the dialog and reason out the choices you needed to use. The result was a lot of fighting while I painstakingly went through each possible dialog branch, searching for one that would work. On each guard. Over and over. (For our younger readers, this was back in the days before online walkthroughs, the internet, hot and cold running water, and falafel—and I had to walk to school through eight feet of snow, barefoot, uphill both ways.)
The next game I encountered dialog trees in was The Secret of Monkey Island. Here the dialog trees broke down into two categories.
The first type of tree gives you general things that you can ask about or comment on to other characters. Through these trees you do get hints and information on how to proceed in the game, but there aren’t really any puzzles or challenges per se to sort through with these dialogs. They’re there to provide flavor but not a lot more.
The second type of dialog tree is represented by the famous insult sword fighting. In Monkey Island you play Guybrush Threepwood who wants to become a pirate when such people ruled the high seas. Along the way, you must learn to become good with a sword. In gameplay terms, instead of making this an action sequence, the designers used a dialog tree in a clever way. When you were fighting an opponent you would say an insult to them (“You fight like a dairy farmer.”). Sometimes the other pirate would be at a loss for words and would lose the fight. Sometimes they would have a comeback (“How appropriate, you fight like a cow.”). If they had a comeback it would be their turn to insult you and you then had to deliver a comeback.
When you first start these sword fights you only have a couple of insults and comebacks. You have to learn more by fighting the pirates that wander the island the game is set on. Eventually, you learn enough insults and comebacks that you can go fight the Sword Master, the best sword fighter on the island. Here’s where the dialog trees get really clever.
When you go to fight the Sword Master you find that she always gives insults and you always have to use comebacks. The catch is that the Sword Master uses insults that none of the other pirates ever use. You have to listen to what the Sword Master says and then choose a comeback that makes sense from the ones that you’ve learned fighting the lesser pirates.
The Secret of Monkey Island was one of the earliest games to use dialog trees and is, to this day, still one of the only games to actually incorporate them into real gameplay challenges. Even though it’s not quite perfect (again, critical design eyes). You have to spend a good chunk of play time fighting lesser pirates hoping to build up a set of unique comebacks. Fortunately, the writing is pretty funny during these fights so it doesn’t seem as much of a chore, but since the insults and comebacks get doled out randomly it can take a while to get everything you need to face the Sword Master.
Other games have tried to incorporate dialog trees into their gameplay as well. Tex Murphy: The Pandora Directive is one such game (and one of my top ten favourite games of all time). In this game you play Tex Murphy, a slightly less than hard-boiled 30’s inspired P.I. who lives in a post-apocalyptic world.
At one point Tex is caught by the villain of the game. It’s a tense and dangerous situation and you as Tex must successfully choose options from the dialog tree to escape alive. As with Last Crusade there is little feedback to guide you to the appropriate dialog options. This problem is compounded by the fact that you are given only a couple words for each dialog option rather than the full text of what Tex will say. This makes it very difficult to get through this section without dying at least a few times.
In looking at games with dialog trees, my discussion would not be complete without referencing one last game, The Mystery of the Druids. In this game you play an upstanding Scotland Yard detective (who is not above stealing from homeless people, breaking and entering without a warrant, and, oh yes, even murder of an innocent civilian) who is investigating a series of ritualistic killings. One of the selling features listed on the back of the box for this game is “Non-linear dialogues” (another term for dialog trees).
Technically speaking, the dialog trees in this game are indeed non-linear. You can pick any option you want in the trees as you would in any other game that features such trees. However, there is a catch. Buried in the trees are hidden “triggers”—options you must choose in order for the game to progress. Since the triggers are hidden there’s no way to tell when you’ve triggered them except to go through every possible dialog tree combination. And when I say every possible combination I mean exactly that.
Unlike other games that allow you to return to earlier sets of options, Druids requires you to go all the way down one dialog branch, then restart the entire dialog so you can go down to where you made your last choice and make a different one.
You can think of the dialogs of Druids in this way. Imagine you’re watching a TV show. Imagine now that every minute or two you have to press an “un pause” button to cause the TV show to keep going. On top of all of that, imagine that every three or four minutes the TV show suddenly jumps back to the beginning and plays through again, still requiring un pausing, only for one or two lines of dialog in that show to be played differently.
Druids is a very egregious example of poorly implemented dialog trees. However, it did highlight to me that, in many games, dialog trees are nothing more than extended cutscenes that you have to un pause every now and then. And that’s what really got me thinking about how dialog could perhaps be implemented differently.
But that’s my blog quota for this week. Now that we’ve gone through the history, I hope you’ll join me next week where I’ll discuss the design process that resulted from the analysis of what others had done.
Previous: Benefit of Writing Comics: Writing Tight | Next: Design: Brainstorming the Sleuthhounds Story Board
Blog Posts
2025
April
04: Rolling Some Animations
March
07: Speaking and Moving
February
07: The Voices in Their Heads are Talking
January
03: Reputable Script Organization
2024
December
06: A Grab Bag of Stuff
November
08: The Recording Booth is Finished and then Some
September
06: The Recording Booth is Started
August
09: It’s All About the Dialog (Now)
July
05: Talking About Statistics
June
07: Broken Dialog Record
May
03: Finally Photos
April
05: Hint System 2.0
March
08: Flashing Back in Time
February
09: Inventory, Inventory Everywhere
January
05: Sleuthhounds Year Seven, Will it be the Last?
2023
December
01: Climbing the Rungs
November
03: Walking Through the Evolution of the Walkthrough
October
06: Look to Look
September
01: Sneaking at Sunset
August
04: Every Game Needs a Loot Box
July
07: Hamsterdam Exchange: Revisited
June
02: Dressings All Dressed Up
May
05: Ducts? Why Did it Have to be Ducts?
April
07: End of the Road
March
03: Daughter of the Boss
February
03: Den of the Boss
January
06: Where are We At? Where are We Going?
2022
December
02: Cutting the Way to Success
November
04: Maintaining the Ship
October
07: Once More Around the Promenade
September
02: Toilet Tank Humour
August
05: Uplifting: Combining 2D and 3D
July
01: A Moodier Room
June
01: Try Your Luck...Or Not
May
06: The Sky Deck: Almost but Not Quite There
April
01: A Clean Desk is a Sign of Dirty Drawers
March
04: Cable Management
February
04: The Doctor Will See You Now
January
07: The New Year is No Time for Lounging About
2021
December
03: Bridging the Gap
November
05: Captain's Log, Or Cabin
October
01: One Man's Treasure...
September
03: Rudder Way to Go
August
06: The Illusion of Depth
July
02: Streamlining Stairways for Players
June
04: Room with a View
May
07: States, Saves, and Simplifying Testing
April
02: Safety Features
March
05: When You Gotta Go
February
05: The Dining Room: Last of the Big Three
January
01: Boxing Day Sale at Sea
2020
December
04: You Gotta Have a Library
November
06: Pipes and Problems
October
02: A Sleuthhounds Message
September
25: It's a Room Sandwich
18: Writer's Room
11: Souvenirs at Sea
04: Cruise Cartography
August
28: Chocolate Shop, Er, Passenger Cabin
21: Place Your Wagers at the Pirate’s Chest Casino
14: Sometimes You Just Gotta Stop and Admire a Sunset
07: The Cruise Casino for Fun and Profit
July
31: Keep Fit and Have Fun
24: Even More Doors
17: Doors, Doors, and More Doors
10: Art Walk
03: Captain Windwhistler, to the Bridge
June
26: Doctor Seymour, to the Infirmary
19: Bilge is a Funny Word
12: There's No Money Laundering Here
05: A Pirate I was Meant To Be
May
29: You Gotta Have a Brig
22: Boring Backgrounds for the Staff
15: Theatre from on High
08: Theatre Crowding
01: In the Pool Any Time of the Day
April
24: The Crew Have to Sleep Too
17: Spring Time, Flowers Time
10: Cleaning Staff
03: Two Worlds
March
27: Kitchens, Spared No Expense
20: Cabins Day and Night
13: An Art Tour at Sea
06: The Pirate's Chest
February
28: Room with a View
21: Lock Picking Refined
07: The Gigantic Joanna
January
31: Updating the Safe
24: Interview Screenies
17: Burning Down Assets
10: Full Speed Ahead on Asset Creation
2019
December
20: Christmas Sale and Mini Mysteries
06: Generic Character Interactions
November
29: Locking the Gates - Preventing Characters from Wandering Amok
22: Side Quests Complete
15: Achievements to Prompt Replays
08: Interviews and Interludes
October
25: Halloween Sale and Mini Mysteries 2019
18: Fountains and Fortunes
11: Shifting the Blame Game
04: Streamlining the Audio Workflow
September
27: Hamsterdam Exchange
20: Streamline the Interface, Lower Production Time
13: Linking Ideas like a Golden Necklace
06: Beware of Geeks Bearing Gifts
August
16: Extra, Extra! Read All About the Extras!
09: Dressings of Fruits and Veggies
02: Sidling into Side Quests
July
26: Working on Workouts
19: How to Draw Cartoon Marble
12: AppCredits() = The End
05: Getting the Ending Right
June
28: The Problem with Balconies
21: Return of the Summer Sale and Mini Mysteries
14: The First Ending
07: Rewrites and Recodes
May
31: Choice and Consequence
24: Doctor Seymour Colourization
17: Sneaky, Sneaky
10: Play Time
03: Things to Do in Acts 1 to 3
April
26: The Changing Nature of Estimates
19: Escaping the Balcony (A Goldilocks Puzzle)
12: Facts more Fun than Fiction
05: Ramping Up Difficulty in an Adventure
March
29: Evolution of a Scene
22: Characters: Sources of Problems and Solutions
15: The Act 3 Countdown
08: Ducts, Why Did it Have to be Ducts?
01: Cheating in the Name of Narrative
February
22: Meet the Suspects - Edward Noble
15: Meet the Suspects - Doctor Michelle Seymour
08: Flashback Investigation
01: Milestone: Act 2 Done-ish
January
25: Letting the Player Fail
18: Meet the Suspects - Tobias Rotterdam
11: Adding another Layer to Note Reassembly
04: Meet the Suspects - Craig Holdfast
2018
December
28: New Free Games Section
21: Meet the Suspects - Carlotta Travail
19: Christmas Sale and Mini Mysteries
14: From Body Language to Sleuthhounds
07: Ludum Dare 43 - Body Language
November
30: Meet the Suspects - Carmichael Portly
23: Meet the Suspects - Marion Wood
16: Finding Focus
09: Safe Cracking
02: Meet the Suspects - Captain Warwick Windwhistler
October
25: Halloween Sale and Mini Mysteries
19: Meet the Suspects - Sir Reginald Price
12: Meet the Suspects - Joanna Price
05: Revising Rough Drafts
September
28: Light in the Dark
21: Animation Improvements - Realized
14: Animation Improvements - Design
07: Fainter and Fainter
August
31: A Splash of Colour
24: Paging Doctor Homes
17: Talking of Alternatives
10: Costume Party
03: Lock Picking
July
27: Act 2 from On High
20: Disruptive Director
13: Rolling, Rolling, Rolling
06: NPC Biographies
June
29: Design - Stepping Sideways to Move Forward
19: Summer Sale and Mini Mysteries
15: Mini Mysteries on the Way
01: Walk the Walk
May
25: Windows 10 Pen Woes, Part 2
18: Windows 10 Pen Woes, Part 1
11: SeaLeft FAQ
04: Milestone: Act I Done-ish
April
27: Saves, the Bookmarks of Games
20: NPCs Doing Their Own Thing
13: Homes and Ampson Together and Apart
06: Dialog as Interesting Gameplay, Take 3
March
30: Dialog as Interesting Gameplay, Take 2
23: Dialog as Interesting Gameplay, Take 1
16: Dialog: The Problem
09: Iterating on the Dining Room
02: Refining with Index Cards
February
23: Refining with Puzzle Dependency Charts
16: Refining Practically
09: Sleuthhounds Valentine's Sale
02: Refining Geographically
January
26: Feature Length Design Challenge
12: The New Sleuthhounds Cast
05: New Year, New Direction
2017
December
29: Distorting Voices - Muffled Neighbours
22: Merry Christmas, 2017
18: Announcing: Sleuthhounds - The Yuletide Tail
15: Sleuthhounds Holiday Sale
08: Distorting Voices - Old Time Phonograph
01: The Yuletide Tail Trailer
November
24: Yuletide comes Early
17: Christmas Countdown
10: Short Story Published: Rites and Responsibilities
03: The Halloween Deception - Post Mortem, Part 2
October
27: The Halloween Deception - Post Mortem, Part 1
20: On Sale: The Halloween Deception
13: Adding Depth to Drawers
06: Through the Doorway
September
29: Teamwork
22: Animating in the Rain
15: Let is Snow! Let it Snow!
08: NaNoWriMoPla 2017
01: Record Your Own Line
August
25: Sleuthhounds History
18: Sleuthhounds Series Summer Sale
11: Time for a Timeline
04: Save and Load: A Developer Tool
July
28: The Cast of Robyn HUD: The Guard(s)
21: HUD Hacking v2.0
14: Intro Revisions
07: Sounds Like Wood
June
30: Blending up a Table Saw
23: Moving Ideas Forward
16: Windows Were Meant to be Resized
09: Blueprints from Buildings
02: Expanded Scenes
May
26: Artifical Intelligence: Robyn
19: HUD Hacking
12: Robyn's Wheels
05: Deleted Scenes
April
28: The Cast of Robyn HUD: Robyn
21: Lights, Camera, Action: The Intro Scene
14: The Cast of Robyn HUD: Arthur
07: Adventures in Facial Capture: Using Kinect Data (Part 1)
March
31: Stairway to Gaming
24: The Sleuthhounds Effect
17: Cops Have Vans
10: Mini Models for Detail
03: Storylines in Twine
February
24: Planning a Game Narrative
17: Evolution of a Level: Texture
10: The Valentine's Vendetta Trailer
03: Robyn HUD: The Face
January
27: Robyn HUD: The Body
20: Robyn HUD: Start of Production
13: Evolution of a Level: Form
06: Countdown to Christmas Sleuthhounds has Begun
2016
December
23: Sleuthhounds of Christmas Yet to Come
16: Accessibility for Younger Audiences
09: Reality's Not All It's Cracked Up to Be
02: A Good Heist Requires a Good Plan
November
25: Artifical Intelligence: Guards
18: Artifical Intelligence: Bystanders
11: Unconventional Design Tools for Robyn HUD
04: Brainstorming
October
31: Announcing: Sleuthhounds - The Halloween Deception
28: Coming Soon: Sleuthhounds - The Halloween Deception
21: Nice to Haves, the Final Polish
14: The Halloween Deadline
07: Halloween Countdown
September
30: Cutting through Cutscenes
23: Life of the Party
16: What's in a Name?
09: Halloween End to End
02: Ludum Dare 36: Amelia Deerhart and the Elemental Temple
August
26: Crowd Considerations
19: Interaction Density
12: Puzzle Wrangling
05: Sleuthhounds, Top Priority
July
29: Adding 3D to a 2D Game
22: Does an Idea Have Legs?
15: Adventures in Motion Capture: Using Kinect Data (Part 3)
08: Adventures in Motion Capture: Using Kinect Data (Part 2)
01: Adventures in Motion Capture: Using Kinect Data (Part 1)
June
24: Sleuthhounds Animations? Check, Check, Not Check
17: Retro Tech: Quake 3 Light Volumes
10: Adventures in Motion Capture: The Hardware
03: Interactive Cutscenes: Adding Depth and Responsiveness
May
27: From Stealth to Robyn HUD
20: Sneaking into Stealth
13: Storytelling in Computer Games (Part 2 - Looking Forward)
06: Storytelling in Computer Games (Part 1 - Looking Back)
April
29: Walking Away from Windows 10
22: Code Name: Stealth
15: Using Game Tech Creatively
08: Game Accessibility: Visual Sound
01: Walking for Ideas and Creativity
March
25: Game Dev: Unintended Sophistication
18: A Sleuthhounds Trick or Treat in March?
11: Game Design: Success through Failure
04: Critical Equipment in Critical Condition
February
26: Semispheres - Support Your Local Game Dev
19: Post Project Completion Syndrome
14: Announcing: Sleuthhounds - The Valentine's Vendetta
12: Coming Soon: Sleuthhounds - The Valentine's Vendetta
05: Sleuthhounds Production Update - Implementing Two Characters
January
29: Sleuthhounds Production Update - Designing for Two Characters
22: So You Want to Make a Computer Game: The Path Leads On
15: How to Animate When You Don't Know How to Animate
08: So You Want to Make a Computer Game: Deploying
01: State of the Union, 2016
2015
December
25: So You Want to Make a Computer Game: Sound and Music
18: Ludum Dare 34: Rise of the Weeds
11: So You Want to Make a Computer Game: The Critical Path
04: An Hour of Code for Ludum Dare
November
27: So You Want to Make a Computer Game: Custom Artwork
20: Obfuscating NaNoWriMo Manuscripts
13: So You Want to Make a Computer Game: Inventory Items
06: Satin and Sutherland Return for NaNoWriMo
04: Announcing: Sleuthhounds - The Cursed Cannon
October
30: So You Want to Make a Computer Game: Interactivity
23: Coming Soon: Sleuthhounds - The Cursed Cannon
16: So You Want to Make a Computer Game: The Virtual World
09: NaNoWriMo Prelude: Be Creative
02: So You Want to Make a Computer Game: The Artwork
September
25: More Evolving: Tweaking the Sleuthhounds Timeline
18: So You Want to Make a Computer Game: The First Step
11: Sleuthhounds: The Cursed Cannon - It's the Final Countdown
04: Vampire Bites (Ludum Dare 33 Redux)
August
28: Ludum Dare 33: You are the Monster
21: Game Performance: It's the Software's Fault
14: Short Story Published: Where There's Thunder
07: Game Performance: It's the Hardware's Fault
July
31: CMYW - Support Your Local Game Dev
24: Is it Still Scope Creep if you Plan for It?
17: After a Game Engine, You Can Program Anything
10: An Avalanche of Done-ness
03: Sleuthhounds with Style
June
26: Sources of Gameplay - Assets Versus Emergent Behavior
19: Benefit of Writing Comics: Humour or Humor
12: Evolving: Reimagining the Sleuthhounds Story Board as a Timeline
05: Evaluating: Play Testing the Sleuthhounds Story Board
May
29: Magic and Public Speaking
22: Implementation: Realizing the Sleuthhounds Story Board
15: Benefit of Writing Comics: Pacey Dialog
08: eBook Publishers: Final Comparison
01: Design: Brainstorming the Sleuthhounds Story Board
April
24: Analysis: Dialog Trees in Adventure Games
17: Benefit of Writing Comics: Writing Tight
10: eBook Publishers: Apple
03: Sleuthhounds Production Update - The Critical Path, Designing from the End
March
27: Sleuthhounds Production Update - Games Have Rough Drafts Too
20: Benefit of Writing Comics: Long-term Story Planning
13: eBook Publishers: Google
06: Announcing: Sleuthhounds - The Unlocked Room
February
27: Coming Soon: Sleuthhounds - The Unlocked Room (The First Game Demo)
20: Benefit of Writing Comics: Character Growth
13: eBook Publishers: Kobo
06: From Case Files to Sleuthhounds: Evolution of a Computer Game
January
30: Deadlines and the Estimates that Make Them (OR Why the Sleuthhounds Demo isn't Ready)
23: Adventures in Canadian ISBNs
16: Benefits of Writing Comics: Releasing Material
09: eBook Publishers: Amazon
02: New Year's Resolutions: Making Time
2014
December
26: Quack V – The Unwrapped Present
19: Benefit of Writing Comics: Constant, Regular Practice
12: What’s next? Elementary, my dear Ampson. Sleuthhounds!
05: Announcing: Satin & Sutherland – The Golden Curse
November
28: Coming Soon: Satin & Sutherland – The Golden Curse
21: Enter the Cubes
14: Covers, Judging By
07: Hello, World!