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	<title>Comments on: New Conversations</title>
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		<title>By: Morbus Iff</title>
		<link>http://mssv.net/2007/07/19/new-conversations/comment-page-1/#comment-21842</link>
		<dc:creator>Morbus Iff</dc:creator>
		<pubDate>Mon, 23 Jul 2007 12:08:39 +0000</pubDate>
		<guid isPermaLink="false">http://mssv.net/2007/07/19/new-conversations/#comment-21842</guid>
		<description>I don&#039;t believe it was Blade Runner, no. Annoyingly, I spent a good hour or so at MobyGames and a few other sites scanning through ancient Mac titles to find said box cover, and had no luck.</description>
		<content:encoded><![CDATA[<p>I don&#8217;t believe it was Blade Runner, no. Annoyingly, I spent a good hour or so at MobyGames and a few other sites scanning through ancient Mac titles to find said box cover, and had no luck.</p>
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		<title>By: Dan Hon</title>
		<link>http://mssv.net/2007/07/19/new-conversations/comment-page-1/#comment-21680</link>
		<dc:creator>Dan Hon</dc:creator>
		<pubDate>Sat, 21 Jul 2007 12:09:14 +0000</pubDate>
		<guid isPermaLink="false">http://mssv.net/2007/07/19/new-conversations/#comment-21680</guid>
		<description>Hey, don&#039;t knock Blade Runner. That was a fantastic game, with a ludicrous number of alternate endings.

David Braben&#039;s quite proud of the conversational interface he&#039;s developed for [new game x] which I can&#039;t remember the name of - the one about the cop in Washington who&#039;s accused of doing a hit on the President - which also works along the same lines - you don&#039;t get to choose what you say, but you do get to choose a conversational stance.</description>
		<content:encoded><![CDATA[<p>Hey, don&#8217;t knock Blade Runner. That was a fantastic game, with a ludicrous number of alternate endings.</p>
<p>David Braben&#8217;s quite proud of the conversational interface he&#8217;s developed for [new game x] which I can&#8217;t remember the name of &#8211; the one about the cop in Washington who&#8217;s accused of doing a hit on the President &#8211; which also works along the same lines &#8211; you don&#8217;t get to choose what you say, but you do get to choose a conversational stance.</p>
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		<title>By: Adrian Hon</title>
		<link>http://mssv.net/2007/07/19/new-conversations/comment-page-1/#comment-21633</link>
		<dc:creator>Adrian Hon</dc:creator>
		<pubDate>Fri, 20 Jul 2007 16:51:11 +0000</pubDate>
		<guid isPermaLink="false">http://mssv.net/2007/07/19/new-conversations/#comment-21633</guid>
		<description>The idea of choosing an attitude or emotion isn&#039;t particularly new, and personally I don&#039;t like it that much. It&#039;s hard to tell how your character will respond if there&#039;s just a choice of aggressive/neutral/accommodating - short 3-5 word summaries are much better (although a bit more work for the devs).

There was a guy who talked about a &#039;revolutionary new conversation system&#039; at GDC, which basically involved picking a co-ordinate within two axes of happy/sad and aggressive/passive. It was terrible - can you imagine what that would do for flow in a game, having to hunt out the exact spot you think is right? Part of the reason why Mass Effect&#039;s system is good is because of the simple interface - a quick flick of the thumb.</description>
		<content:encoded><![CDATA[<p>The idea of choosing an attitude or emotion isn&#8217;t particularly new, and personally I don&#8217;t like it that much. It&#8217;s hard to tell how your character will respond if there&#8217;s just a choice of aggressive/neutral/accommodating &#8211; short 3-5 word summaries are much better (although a bit more work for the devs).</p>
<p>There was a guy who talked about a &#8216;revolutionary new conversation system&#8217; at GDC, which basically involved picking a co-ordinate within two axes of happy/sad and aggressive/passive. It was terrible &#8211; can you imagine what that would do for flow in a game, having to hunt out the exact spot you think is right? Part of the reason why Mass Effect&#8217;s system is good is because of the simple interface &#8211; a quick flick of the thumb.</p>
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		<title>By: Guy Parsons</title>
		<link>http://mssv.net/2007/07/19/new-conversations/comment-page-1/#comment-21607</link>
		<dc:creator>Guy Parsons</dc:creator>
		<pubDate>Fri, 20 Jul 2007 06:56:12 +0000</pubDate>
		<guid isPermaLink="false">http://mssv.net/2007/07/19/new-conversations/#comment-21607</guid>
		<description>MorbusIff: You mean Blade Runner The Game, maybe? 4 CD&#039;s of epic good ( or mean, or neutral, or wisecracking, or suspicious, or etc etc) times!</description>
		<content:encoded><![CDATA[<p>MorbusIff: You mean Blade Runner The Game, maybe? 4 CD&#8217;s of epic good ( or mean, or neutral, or wisecracking, or suspicious, or etc etc) times!</p>
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		<title>By: Evan Jones</title>
		<link>http://mssv.net/2007/07/19/new-conversations/comment-page-1/#comment-21554</link>
		<dc:creator>Evan Jones</dc:creator>
		<pubDate>Thu, 19 Jul 2007 15:08:49 +0000</pubDate>
		<guid isPermaLink="false">http://mssv.net/2007/07/19/new-conversations/#comment-21554</guid>
		<description>Nice example - I&#039;d love to get my hands dirty with it.  Reminds me vaguely of Office Voodoo, although perhaps that&#039;s a little too far removed...

http://alumni.media.mit.edu/~lew/research/voodoo/</description>
		<content:encoded><![CDATA[<p>Nice example &#8211; I&#8217;d love to get my hands dirty with it.  Reminds me vaguely of Office Voodoo, although perhaps that&#8217;s a little too far removed&#8230;</p>
<p><a href="http://alumni.media.mit.edu/~lew/research/voodoo/" rel="nofollow">http://alumni.media.mit.edu/~lew/research/voodoo/</a></p>
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		<title>By: Morbus iff</title>
		<link>http://mssv.net/2007/07/19/new-conversations/comment-page-1/#comment-21544</link>
		<dc:creator>Morbus iff</dc:creator>
		<pubDate>Thu, 19 Jul 2007 11:58:07 +0000</pubDate>
		<guid isPermaLink="false">http://mssv.net/2007/07/19/new-conversations/#comment-21544</guid>
		<description>I can&#039;t recall the name of the game now (of course; it was futuristic/punky, with an Angel motif or in the title somehow), but there was a CD game for the Mac easily 10 years ago that had an attitude selector - you had an evil/neutral/good choice that would determine how aggressively you spoke. The game itself wasn&#039;t very good, IMO, and the conversations weren&#039;t in real-time.</description>
		<content:encoded><![CDATA[<p>I can&#8217;t recall the name of the game now (of course; it was futuristic/punky, with an Angel motif or in the title somehow), but there was a CD game for the Mac easily 10 years ago that had an attitude selector &#8211; you had an evil/neutral/good choice that would determine how aggressively you spoke. The game itself wasn&#8217;t very good, IMO, and the conversations weren&#8217;t in real-time.</p>
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