[[quoteright:251:[[Webcomic/DanAndMabsFurryAdventures http://static.tvtropes.org/pmwiki/pub/images/DMFA-Vol761-dialogtree.jpg]]]]
[[caption-width-right:251:Kria [[http://www.missmab.com/Comics/Vol_761.php considers her options]].]]

Hey there, Troper! What brings you to the Dialogue Tree page?

* I fell in a PotHole and here I am.
* '''I wanted to learn about them, of course!'''
* You know me, I can't resist smashing that "Random Item" button.

I thought so. Well, a Dialogue Tree is a common feature of RolePlayingGames and {{Adventure Game}}s, where interactions with certain {{NPC}}s are done by selecting a possible response from a list of two to five choices. As you might imagine, this can lead to frustration as the player tries to figure out the correct sequence of responses to get what he or she wants out of the NPC.

* '''Sounds annoying. So why even use them, then?'''
* But they can't be all bad if they're so common, right?
* Yeah, that's great, anyway - have you seen TropeyTheWonderDog lately? JustForFun/TropeTan wants to give him a bath.

They're one of those AcceptableBreaksFromReality, since [[GuessTheVerb fishing for correct vocabulary and grammar]] that actually [[YouCantGetYeFlask yields a result]] can be drag on gameplay for any genre other than InteractiveFiction. The games industry's standard of fully voiced dialog also makes it prohibitively expensive in voice acting hours, and the technology for synthetic voice hasn't progressed far enough past RoboSpeak for a satisfactory cost-effective substitution. On the upside, some games use Dialogue Trees to allow the player to try out their non-combat skills or abilities, or affect where on the KarmaMeter the PlayerCharacter turns out.

* [Bluff] You don't need to tell me this stuff, I accidentally clicked [[ShallIRepeatThat "can you repeat that"?]] at the end of this whole spiel.
* '''[Charm] Sounds fascinating! Maybe you could tell me more about Dialogue Trees over coffee or something?'''
* [Evil] Guess what? I just realized I'm [[WhyDontYouJustShootHim one pulled trigger away from getting on with my life]].

[=[FAILED]=] No thanks, I'm seeing a nice page from the SugarWiki. Anyway, this can also be a form of [[TruthInTelevision Truth in Video Games]], as it accurately captures the genuine excitement of calling the [[ForInconveniencePressOne customer-service number]] of your [=ISP=] or phone company. [[ShallIRepeatThat So, did you get all that?]]

* I think I missed something, can you start your entire speech over verbatim?
* '''Sure did.'''
* You put the "start over" response at the top just to screw over the players rushing to end this conversation, didn't you?

Okay then. And remember, nothing's more annoying than the illusion of choice. And on that note, how would you like to do a long and tedious FetchQuest? See, I need TwentyBearAsses for no adequately-explained reason, and I have a hunch that the BrokenBridge out of town won't be fixed until I get them. Will you help me?

* [[ButThouMust Sure thing!]]
* [[ButThouMust You bet!]]
* [[ButThouMust Of course!]]

----
!!Examples:

[[foldercontrol]]

[[folder:Action Adventure]]
* Link from ''Franchise/TheLegendOfZelda'' is a strange case. Unlike everyone else in the series, he never gets a regular dialogue box, making him a HeroicMime. He does, however, frequently get dialogue trees, ranging from a simple yes/no to [[DeadpanSnarker humorous retorts]].
* ''VideoGame/TombRaiderAngelOfDarkness'' included this as one of the many [[ObviousBeta half-finished]] RPG elements of the game. Notably, you will pretty much always end up with the same result no matter what options you choose, with only three exceptions: being too brusque with Carvier results in her not handing over the book (forcing Lara to find it herself), being too snarky to Bouchard results in him shooting Lara right there and then, and being rude to Luddick means you won't get a useful weapon until a level later.
[[/folder]]

[[folder:Adventure Game]]
* ''VideoGame/NancyDrew'' games rely on this trope for the most part when you need to have a conversation with someone.
* Used in most adventure games. ''VideoGame/SamAndMaxHitTheRoad'' was unusual in that it replaced questions or topics with graphical icons representing things you could ask about.
** It reverted to the text system when TelltaleGames started making a new episodic ''VideoGame/SamAndMaxFreelancePolice'' game.
** ''VideoGame/StrongBadsCoolGameForAttractivePeople'', however, uses the picture system.
** Lampshaded in ''Reality 2.0''. [[SelfDeprecation If you ask Sybil if it's any good, she says it's okay, provided you don't get stuck with some repetitive dialogue tree.]] [[DepartmentOfRedundancyDepartment If you ask Sybil if it's any good, she says it's okay, provided you don't get stuck with some repetitive dialogue tree.]] [[WelcomeToCorneria If you ask Sybil if it's any good, she says it's okay, provided you don't get stuck with some repetitive dialogue tree.]]
* The graphical icons were also used in Literature/{{Discworld}} point-and-click games.
* The ''VideoGame/BrokenSword'' games also use icons instead of real text, and you can even talk about/use your inventory items in conversations.
* ''VideoGame/TheDig'' used icons as well, but made a joke out of repetitive dialogue. After learning about the in-game bridges made of light, Boston Low (the PC) can call up another crew member and speculate at EXTREME length about other things you could make out of light. Light house, light salad dressing, light beer... The first few amuse your NPC crewmember, but she gets more and more annoyed as you go on.
* ''VideoGame/TheXFilesGame'' allowed you to select what kind of emotional response your character would give to certain lines. In an interesting take, certain events would change depending on how you decided to respond: for example, picking mostly "paranoid" answers would cause a dead body to suddenly twitch at you in the morgue.
* ''VideoGame/HotelDuskRoom215'' mostly has this when talking to other characters. Sometimes you show/give them items. Sometimes Kyle just speaks and you cannot do anything. It also adds the ability to 'file away' important phrases and interest points, which you can question the person on in the next break in conversation, or question other people on later. It also allows you to interrupt people when they say something interesting and interrogate them further, or just let them keep talking.
** Its sequel, ''VideoGame/LastWindow'', had one puzzle near the end based around a dialogue tree. You had to select the conversation options in a very specific order to prove Kyle knew what was going on. One mistake lead to a GameOver.
* The ''VideoGame/AnotherCode'' games use these as well.
* One of the selling points of ''VideoGame/GrimFandango'' is that it has "over 7,000 lines of revealing dialogue".
* ''VideoGame/DiscworldNoir'' has these, which is unsurprising for an adventure game. It adds that you can bring up any item in your inventory as a conversation prompt, along with notes you've made about topics you've encountered.
* ''VideoGame/{{Fahrenheit}}'' has perhaps a unique manner of conducting dialogues in real time! Every time you get only about 2 seconds to choose a line (neatly presented in forms of brief notions, like "tell truth" or "turn into a joke".) Fail to choose in time and the character will blurt out one of them at random.
** Spiritual successor ''VideoGame/HeavyRain'' allows you to do the same. It even gives you Inner Monologue Trees when it comes to listening to your characters' thoughts!
* ''VideoGame/ATaleOfTwoKingdoms'' has standard dialogue trees, but with the added option to ask people "could you do something for me." This lets you ask the NPC you're speaking with to look at or touch anything in the room, which gives different results than if you do it yourself.
* One of the earliest games to attempt this was Windham Classics' ''Literature/AliceInWonderland'' game. When conversing with a character, you had options like "Coax," "Tease," "Scold," and "What are you doing?" Picking the right answers yielded clues or items to advance. Angering one of the Wonderland residents would cause them to vanish for a few in-game hours. This being Wonderland, polite behavior wasn't always the best course of action.
* Completely averted in the ''VideoGame/StarshipTitanic'' game - it really ''can'' read full, typed out sentences and has a huge number of recorded responses.
* Modern Tell Tale games all use dialogue trees, where you're almost always on a time limit for choosing your response. You also almost always can choose an ellipsis to remain silent. These games include: ''VideoGame/TheWalkingDead'' (both seasons), ''VideoGame/TheWolfAmongUs'', ''VideoGame/TalesFromTheBorderlands'' and ''[[VideoGame/TelltalesGameOfThrones Game of Thrones]]''.
* In ''VideoGame/TheDameWasLoaded'', they were used occasionally. Usually the differences were minor, but particularly bad decisions could lead to a GameOver.
* Subverted in ''VideoGame/LastWord''. Every time you talk to someone you begin with a choice of Gossip, Chatter, Discourse and Leave. Chatter will have the other character automatically say whatever they want to talk about, and Whitty will occasionally reply, also automatically. Gossip is similar, but you pick one of the key topics (Chatter Estate, Private Prattle or St. Lauden's Military) through a separate menu before approaching a person.
** Last but not least, Discourse leads to the argument minigame that is the game's selling point. No actual words are shown on screen; instead, Whitty and her current conversation partner first attract attention by being Disruptive, then use Submissive phrases to build up Tact, which, counter-intuitively, allows them to use Aggressive options in order to efficiently push the argument slider in their favour and thus win it. (being aggressive and tactless is prohibited because you're at an upper-class party). Those three main options can each be said in a Subtle, Normal or Overt way, which has slight tactical differences but allows you to get the opponent angrier (and thus more suspectible to Aggressive option) by countering their type of response in a rock-paper-scissors element.
* Averted in ''VideoGame/BientotLete''. The conversation part of the game is instead represented as a chess match between your character and their lover. Each square on the board activates a certain response when a chess piece is placed on it. This usually results in beautifully-sounding, but ultimately disjointed and meaningless conversations.
[[/folder]]

[[folder:Dating Sim]]
* The ''SakuraTaisen'' series has a variation. You usually have a time limit to choose from the dialogue choices given to you; if you didn't pick anything before time ran out, the character you were talking to would treat it as the player character deliberately remaining silent. (This wasn't ''necessarily'' a bad thing.) Sometimes, additional options would appear [[DramaticPause halfway through the countdown]].
** The ''LoveHina'' GBA game does pretty much the same thing.
[[/folder]]

[[folder:Edutainment Game]]
* Used in several ''VideoGame/JumpStart'' games
* ''VideoGame/TheOregonTrail''
[[/folder]]

[[folder:MMORPGs]]
* In ''VideoGame/{{Runescape}}'', this is the only way to communicate with an NPC, and frequently one must answer the correct string of choices.
* In ''VideoGame/{{Poptropica}}'', a multiplayer game specifically for kids, not only player-to-computer but ''player-to-player'' conversation takes this form, the main idea being to prevent [[TheseTropesShouldWatchTheirLanguage bad language]] and such.
[[/folder]]

[[folder:Point-and-Click Game]]
* In ''Film/MontyPythonsTheMeaningOfLife'' (the videogame) you have to complete a conversation using these; you get a PlotCoupon if you succeed.
[[/folder]]

[[folder:Puzzle Game]]
* Somehow manages to turn up in a climactic level of ''VideoGame/WorldOfGoo'', despite it being, roughly, a puzzle game. Subsequently it gets a big LampshadeHanging (see the quotes page).
* ''VideoGame/{{Gunpoint}}'' lets you choose between being serious and professional or being a DeadpanSnarker pretty much every time you get to talk. It has no real bearing on anything gameplay- or storyline-wise, but making conversations go in a typical internet fashion is kinda nice.
** At one point you get an option prefaced with "(Lie)". If you pick it, the character you are speaking to will mention how you put (Lie) in front of all your lies.
* Dialogues in ''VideoGame/WonderlandAdventures'' work like this.
[[/folder]]

[[folder:Racing Game]]
* Once you've won a cup in ''VideoGame/FZero GX'', your racer is taken into an interview room with F-Zero TV host Mr. Zero, where you choose what question he asks. The available questions change depending on your difficulty.
[[/folder]]

[[folder:Real Time Strategy]]
* An interesting version occurs in ''VideoGame/{{Castles}}'' (and would've been a [[SubvertedTrope subversion]], if the game hadn't been [[UnbuiltTrope as old as the trope itself]]!). While building your massive castles, you are occasionally interrupted by a scene of one of your subjects (be it a knight, bishop, peasant, etc.) coming to you with news, threats or advice. The scene consists of some narration and the text spoken by your audience, after which you get to choose from one of three optional responses. The trick is that after your respond, the game goes back to the castle-building mode as though nothing happened. You are then left to pretty much obsess over what implications your decision may have. About 10-15 minutes later, another cutscene/dialogue will trigger, possibly continuing the same plotline from before taking your previous decision into account, or it may be a ''completely different person'' starting a new dialogue tree! Some of these "side-events" can continue over a few "years" of game-time, and some can even be circular: going back to square every few cutscenes until you can figure out a way to resolve the situation for good. Of course, some of the choices in certain dialogues will lead to instant battles, and many of these are the most difficult battles you'll face in the game. At other times, a dialogue option can cause half your laborers to leave the building site, or other such dreaded scenarios.
[[/folder]]

[[folder:Role Playing Game]]
* ''VideoGame/PlanescapeTorment'' is built on this, it's used for virtually any interaction more complicated than opening a door or picking up an item, and when used in conversation the trees get obscenely long and elaborate, to the point that you spend far more time in them than actually exploring and/or fighting. Often you even have two identical dialog options, only one of them is you telling the truth and the other is a lie.
** ''Planescape: Torment'' is, indeed, the {{Doorstopper}} of video game scripts, and, according to TheOtherWiki, has about as many words as a volume of the ''Encyclopedia Britannica'' (about 1.4 ''million''). [[Gush/VideoGames Which is one reason why it's amazing.]]
* ''Cosmic Solder'' from 1985 may possibly be the UrExample in role-playing games.
** ''MegamiTensei'' from 1987 featured a similar dialogue tree conversation system.
* ''VideoGame/BaldursGate'' was the first ''Creator/Bioware'' game to use them, and a beginning of a fine trend for the studio. While the original didn't use them too often, they became far more prominent in the sequel, as player's party members were much deeper and gained their own sidequests, and there were more opportunities for conversation in general.
* Games in the ''VideoGame/NeverwinterNights'' series used them efficiently. The best example was the episode where the player gets tried before court, and needs to seriously use their wits to avoid unfortunate consequences.
* ''VideoGame/KnightsOfTheOldRepublic'', with many tradional Light and Dark Side of the Force choices. ''[=KotOR=] 2'' manages to turn the Dialogue Tree into a Dialogue Weapon twice; early on in the game you have a battle of ideals with Atris, and then much later you're required to [[spoiler:use words to erode Darth Sion's will in between bouts of lightsaber combat, effectively talking him into suicide.]]
* ''VideoGame/FinalFantasyII'' (the original, not IV) made use of this, something that was pretty revolutionary for its time, considering this was an 8-bit NES game from 1988. As you played, you would pick up special words used as branches that you could then ask other people about in various conversations. The tree only appeared when talking to specific people though (otherwise, they'd WelcomeToCorneria you), and they were only programmed to respond to certain branches at certain times. This made it odd when you tried to talk to Princess Hilda near the endgame with a good 20 branches to choose from, and any besides 1 or 2 still currently relevant choices resulted in her just flinging a "?" at you.
** ''VideoGame/FinalFantasyVI'' had a scene in which your characters would have a dinner party with Emperor Gestahl. During the dinner, you're called upon to respond to his prompts, such as who to toast at the start of dinner or what to do about the recently imprisoned Kefka. Depending on what you say, and how many soldiers you spoke to before dinner, you'd be rewarded with diplomatic gestures, such as imperial troops being withdrawn or gifts from the Emperor himself.
* The 1992 PC game ''Realms of Arkania: Blade of Destiny'' may be the UrExample for {{Western RPG}}s. Much of the [[BlindIdiotTranslation dialogue was incomprehensible when translated out of German]], though.
* ''VideoGame/XMenLegends II'' deserves special mention because its Dialogue Trees are a bit more complex: you can get different dialogue from a character depending on whether you encounter him/her as an X-Man, a Brotherhood member, or the one character he/she has special dialogue with.
* ''Franchise/MassEffect'' handles this in such a way that you can choose which option you want your character to say, before the current speaker has finished their line. It certainly helps to keep the flow of the conversation, and prevents most instances of PausedInterrupt. The game also put its own spin on the trope by having you choose only the general tone of Shepard's response, rather than the exact words.
** There's even one instance in the climax where you can [[spoiler: convince the bad guy to commit suicide]] simply by using your wily, idealistic charms or your bed-wettingly preposterone coated manliness. Actually two instances, but the second is ''much'' harder to accomplish, and requires consistent dialogue choices through the entire third game.
* ''VideoGame/StarWarsTheOldRepublic'' is the [[strike:first]] [[OlderThanTheyThink second]] [[{{Everquest}} MMO]] to feature fully-voiced dialogue trees.
** ''Videogame/SonicChronicles: The Dark Brotherhood'' uses icons to represent the attitude with which you respond. You usually get a couple of on-topic or topic-introduction options, and a snark or two.
** ''Franchise/DragonAge'' generally provided 5-6 dialogue options at the start of the conversation, and had a similar conversation mechanic to KOTOR where skills and your gender/origin play a part in dialogue. For instance, Dwarf Commoner can tell to Alistair early on that even though dwarves are experienced at fighting darkspawn, they personally had to fight city guards a lot more often.
** ''VideoGame/DragonAgeII'' changes to a ''Franchise/MassEffect'' dialogue wheel that had three 3 replies that correlated to snarky, tough and diplomatic attitude. These choices gradually affected the player character's personality, e.g. lots of snarky responses and Hawke will come out with more funny lines and is better at lying. However, that system was rather poorly executed: many players complained at the reduced number of dialogue options, occasioanl mismatch between option description and what Hawke actually says, while such character development led to a lot of WTF? moments like snarky Hawke [[DudeNotFunny joking about their mother's death.]]
* Done in a hidden way in ''VideoGame/UltimaIV''. The player could type in ANYTHING they wanted to, to any NPC - as long as it was one word. The only three words that all [=NPCs=] were guaranteed to respond to were "Name" "Job" and "Health". Occasionally a NPC in their dialog would let slip a subject that you could then bring up to another NPC - which would reveal that subject him once you asked. This system faded as technology advanced, and by ''VideoGame/UltimaVII'' it was a more conventional dialog tree.
** ''VideoGame/UltimaVII'' goes so far as to lampshade the U4 dialog options. Talking to the troupe of the Britannia Theatre Company in Britain gives you an opportunity to be an understudy for the role of, all things, ''The Avatar'' in their upcoming production. The only lines you're given are "Name", "Job" and "Health" and to add insult to injury, you get told you're [[YourCostumeNeedsWork not convincing enough]] for the role.
** Done the same way in the very similar ''VideoGame/{{Exile}}'' series. Then, in the original ''VideoGame/{{Nethergate}}'', it was made something like a webpage, with certain words you could ask about highlighted. In order to ask about something, you click on a word. The [[VideogameRemake remakes]] (''VideoGame/{{Avernum}}'' series and ''Nethergate: Resurrection'') use a conventional dialogue tree, though.
** Also done similarly in Wizardry 8, in that you could ask about any noun or noun phrase and the AI would fill in the question it thought was appropriate around said noun.
* ''Franchise/TheElderScrolls'':
** ''VideoGame/TheElderScrollsIIDaggerfall'' has a dialogue tree method that uses keywords and divides them into topics and regions of interest. Most information you will learn from these involve updating your town map with store names. Actual quest-based information is handled via a "shut up, I talk, you listen" approach.
** In ''VideoGame/TheElderScrollsIIIMorrowind'', you can choose what to talk about with [=NPCs=] in a dialogue tree, including "Lore", "Background", and "Race". NPC responses on one topic can contain the names of topics new to the player, allowing the player to select those new topics in dialogue with any NPC having a response to that topic. Certain classes (and individuals) have more responses available: priests will talk about the gods, and savants will talk about pretty much everything in the game, leading to their FanNickname of "Walking Encyclopedias". Additionally, some topics are region-based, and will appear in a given NPC's dialogue tree because they had spawned in that region of the game world.
** ''VideoGame/TheElderScrollsIVOblivion'''s version is limited in comparison. Every character has at least a "Rumors" topic, and city dwellers can talk about their city. Guards will respond to queries about notorious thief Gray Fox and guard captain Heironymous Lex. Some topics are scripted to do things when chosen--for instance, beggars have the "Have a coin, beggar" option, which actually makes your character give them 1 gold.
** ''VideoGame/TheElderScrollsVSkyrim'' has a more traditional dialogue system, where you actually choose what your character says instead of just choosing a topic to talk about.
* Used in the ''VideoGame/{{Fallout}}'' series, with some variation. Most dialogue uses a tree, but you also have the option to type in a keyword, which they will treat as a request for information about the topic, but most characters have few or no options. Later installments stripped out the keyword option.
** ''VideoGame/{{Fallout|1}}'' is a masterwork of interlocking player character skills (and stats, advantages, and even equipment or clothing) with hidden twists and turns in the dialog trees. The most famous one, however, is low intelligence. A character with a sufficiently low intelligence is too stupid to actually possess a [[HulkSpeak working knowledge of language]]. The game still possesses dialog trees, it just that they tend to all consist of options like: "Hunh," "Ugh," and "Mom?", with various characters in the game reacting to this utter idiot accordingly. Amazingly, the game is still playable, possessing ''a whole alternate dialog'' for the entire game, based around your character possessing the mental acumen of a somewhat clever dog. There are even quest resolutions that only exist with an abysmally low intelligence character.
*** There is an interesting bug with the character Dane in the cathedral. The parser only prints the last few sentences of his dialogue before topic choices, rendering his conversation even more raving than displayed. [[http://fallout.gamepedia.com/DANE.MSG His full dialogue is here.]]
** VideoGame/{{Fallout 2}} had a simpleminded character in one of the main towns. If your PC is also simpleminded, you two can have an in-depth conversation, in which the subtitles are subtitled.
** ''VideoGame/{{Fallout 3}}'' continues the tradition with conversation options for stats, skills, karma and even perk related dialogue. It also probably holds the record number of swearwords you can select in any game.
** ''VideoGame/FalloutNewVegas'' adds special dialogue choices for taking a GayOption, which can even interact with the aforementioned low-intelligence options ("You too tense. It wrinkle your nice face."). There's also a Terrifying Presence perk that lets you interrupt a hostile dialogue with a BadassBoast that not only initiates combat, but sends your opponent running.
* The ''VideoGame/{{Geneforge}}'' series makes use of dialogue trees as well. What you say can have an impact on your reputation (NewsTravelsFast). Putting points into the Leadership skill gives you more conversation options, making you better able to persuade people.
* ''{{Albion}}'' has universal standard options (eg. you can ask most people what their profession is), a key word system (mostly used for finding about the local culture, but sometimes to advance the plot), and only occasionally actual lines you can choose - and even more rarely more than one that are genuine alternatives. Aside from the smoothness of finding out about local gossip and cultures by asking just about anyone without having to have dialogue options to do that with, this doesn't help avoid any of the problems.
* In the first ''Franchise/KingdomHearts'' you are asked three questions at the very beginning. How you answer them will determine how hard or easy the game is. In both games there is a similar situation where you must choose various weapons and skills to determine how you will level up and what sort of combat you want to focus on.
* ''VideoGame/DevilSurvivor'' has a number of these for every conversation, and while some won't matter or will just make you choose the other choice later, some have huge effects on story events. Speaking of story events, you choose which ones you do. So there's really a ton of possible ways to go through the game, regardless of there only being [[MultipleEndings 5 (or 6, depending on who you ask) endings]].
* Both ''[[VampireTheMasqueradeBloodlines Vampire: The Masquerade]]'' games have this. In the sequel, dialogue which makes use of particular skills or vampiric disciplines would be [[PaintingTheMedium coloured accordingly]].
** More than that, like the Fallout example above this game contains an entire alternate dialogue script for the whole game. In the world of Vampire, the Malkavians are cursed with a different, random insanity for each of those turned. Appropriately, while playing as a Malkavian all of the dialogue responses are changed to nonsensical statements and observations that either make no sense, or are allusions to information that you as the player don't have yet. In addition, if playing a Malkavian then sometimes during dialogue trees the background audio of the game will involve quite voices whispering information to the player. There are even a few alternate voiced statements from NPC's reacting to how crazy and creepy you are.
* ''VideoGame/MitsumeteKnight R: Daibouken Hen'', a game from ''SakuraTaisen'' 's creators Creator/RedEntertainment, does the same time limit variation of the trope described in the ''Sakura Taisen'' entry above, during the World Travelling sequences.
* ''VideoGame/RiseOfTheArgonauts'' uses a dialogue wheel similar to ''Franchise/MassEffect'' with the key difference of appealing to the natures of Jason's four patron gods (Ares, Apollo, Athena, and Hermes) instead of a Good/Bad mechanic. For example, Ares choices are naturally aggressive and Hermes' are compassionate.
* ''VideoGame/{{Okage}}'' uses them, but with [[SupportingProtagonist Ari's]] sheer lack of presence meaning your choice of response usually has no immediate effect.
* ''VideoGame/TalesOfXillia2'' has much more of this then the previous games in the series, for the sake of putting the player into [[HeroicMime Ludger's]] shoes.
* ''VideoGame/ChildOfLight'' had a few dialogue trees, notable by the fact that all options and character replies were written in rhyme.
* ''VideoGame/AlphaProtocol'' is heavily built on dialogue choices. Usually the top node is an aggressive/assertive stance, the left node is a suave/attitude stance, and the right node is a professional/polite stance (a miscellaneous node that usually refers to actually doing an action or using special information is the down node, though it isn't always present). The game also uses a DSS, Dialogue Stance System -- your actions and words will increase/decrease your reputation with someone.
* ''VideoGame/TheFallLastDaysOfGaia'' had them, where they’re used to accept and reject quests, in general conversations, as well as make storyline choices. A common type of dilemma is whether to spare or execute one of the captured antagonists.
* Due to its low budget, ''VideoGame/OfOrcsAndMen'' usually had only two choices presented during its dialogues, and these often fell into ButThouMust. On the other hand, these options were also always in character and did a lot to fill in the otherwise sketchy lore and character details.
* ''VideoGame/PrinceOfQin'' generally had a few choices at the beginning of each conversation, before the trees turned into a single branch without choice.Your choices did impact on the storyline, though, and eventually led to one of the several endings.
* They're present in ''VideoGame/{{Venetica}}'' in a simple "good-evil-neutral" format, and rarely impact on anything.
* Critically panned ''VideoGame/MetalheartReplicantsRampage'' had them, but they were only used to ask questions and rarely impacted on anything.
* ''VideoGame/BoundByFlame'' had dialogues with every party member, which could be used to learn more about them or even unlock romance options. Dialogue options were also used to resolve the quests in a human or demonic way, leading up to the ending choice.
* ''VideoGame/{{Neverend}}'' had dialogue trees with some good and evil responses. However, you got Good or Bad ending based on [[LastSecondEndingChoice just one choice near the end of the game.]]
** Some unimportant dialogue in ''VideoGame/VampireHunters'', which was developed by the same team. The game was so bugged, however, that text of your replies couldn't be read in resolutions higher than 1024 x 768.
* Fully implemented for al conversations in ''VideoGame/SanctuaryRPG'', with many choices intentionally light-hearted and making fun of traditional tropes.
* [[FreewareGames Freeware RPG]] ''VideoGame/SoreLosers'' allowed the player to approach every NPC with three responses. These usually led to two more responses, before dialogue ended. Storyline conversations occasionally had them too, but only for flavour, with only one dialogue tree determining the last level, and thus, the ending.
* ''VideoGame/{{Arcanum}}'' provided a wide range of dialogue choices for every conversation, and these were heavily influenced by character stats and gender. The most prominent example was Magic/Tecnology scale , whereas player's growing proficiency with tech led to increased respect (and when maxed out, outright adoration) from engineers and such, but led to simultaneous disdain from mage-affiliated NPCs. There was a traditional Good/Evil scale with similar effects, too.
** In another example that shows how well dialogue trees were developed in Arcanum, it was possible to talk your way out of nearly every encounter with the right stats. Dedicated players could easily finish the whole game without killing anyone.
* ''VideoGame/AgeOfDecadence'' uses dialogue trees for every conversation, and the options available differ greatly based on your character's background (of which there are seven, and the option to have an undefined background.) In addition, the success or failure of the many choices you get to lead to a desired outcome is heavily dependent on player's stats, as well as their reputation with game's 7 factions. Even being a pacifist has its downsides, as you'll be instantly shown the door if you try applying to the local assassins, known as [[MeaningfulName The Boatmen of Styx]].
* The officially sanctioned commercial mod for ''VideoGame/SilentStorm'', ''Hammer and Sickle'', frequently used them in storyline conversations. Player's stats occasionally impacted on the proceedings and the choices built up, leading to one of five endings.
* ''VideoGame/DivineDivinity'' had offered lots of frequently silly dialogue choices that often didn't do anything important. ''VideoGame/BeyondDivinity'' continued the tradition, and the two paired characters (literally chained by their souls) frequently commented on each other's replies during dialogue. ''VideoGame/DivinityIITheDragonKnightSaga'' had a single playable character, but his mind reading ability frequently unlocked bonus options in dialogue (inclduing multiple quest resolutions).''VideoGame/DivinityOriginalSin'' again had two player characters, and if you're not playing in co-op, they would argue against each other through dialogue trees, with rock-paper-scissors minigame used to resolve their arguments.
* ''VideoGame/PillarsOfEternity'' has loads of them. Player's class, gender and stats all have a measurable impact on conversations. What's more, choosing a certain type of option particularly often (diplomatic, aggressive, etc.) opens up more advanced versions of them, hwere it can actually lead to alernate quest resolutions and such. It's like the system of ''Dragon Age 2'', but properly balanced.
* An important element of ''VideoGame/DeadState'', where your interactions with you companions (and thus their well-being, including whether or not they trust you enough to lead them) largely depend on the dialogue choices you make. The game has about several novels' worth of such text in it.
* ''[[VideoGame/StarControl Star Control II]]'' may well be the first RolePlayingGame in history to feature them, given that it came out back in 1992 and well before ''Fallout'' or ''Baldur's Gate''. Notably, they all had an average of five replies and were also all voiced, a rarity back then. ''Star Control III'' tried to add on it, but wasn't as successful.
* ''VideoGame/{{Dex}}'' uses them during the conversations with all characters. All the replies are fully-voiced and more important decisions have explainer tags like [threaten] or [convince].
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[[folder:Simulation Game]]
* ''AnimalCrossing'' uses this at the very beginning, when you talk with Rover. This will determine your face (which you can't change). In Wild World and City Folk, this also can determine your hairstyle at Harriet's salon. Thankfully, you can change it if you don't like the style or the color.
* In the ''VideoGame/WingCommander'' series, ''Privateer'' had a primitive version of this, but it's mostly present in any of the [[FullMotionVideo FMV]] games from ''Wing Commander III'' onwards. Indeed, the climax of ''Wing Commander IV'' culminates in a [[OutOfGenreExperience debate on the floor of the senate.]] Make the right choices, and you can [[EngineeredPublicConfession get the villain to admit to his plot in front of the Senate]]. Make the wrong choices, and you'll get arrested for treason and the [[ThisMeansWar Senate will vote for war with the Border Worlds Union.]]
* ''VideoGame/TheSimsMedieval'' has popups with two options that your Sim can say; sometimes it really is choosing between a nice option and a mean option, but sometimes you can just choose what you like better and get the same reaction. One pirate quest has ''insult'' trees, where you're supposed to win an insult duel with a pirate, so both of the options are nasty. (Like any other Sim game there are also the pie menus in normal social interaction, which can include fairly specific things like "Joke About Dragons," "Imply Mother Is A Llama" and "Pontificate Poignantly.")
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[[folder:Visual Novel]]
* ''Portopia Serial Murder Case'' from 1983 may possibly be the UrExample.
* The ''Franchise/AceAttorney'' series uses this from time to time, usually in court, where you have to point out a murder method or decide something. Sometimes the choices are fake outs and you can only go in one direction anyway, which has led to at least one idiotic moment.
* With varying degrees in regards to the impact (if any) on the story, just about every VisualNovel uses this, save for a few rare aversions or subversions.
** The original PC versions of the ''Franchise/WhenTheyCry'' series is one such aversion. Only later in the series do choices get added, and this is typically a gimmick. The [=PS2=] version of ''VisualNovel/HigurashiNoNakuKoroNi'' plays it straight, however.
[[/folder]]

!!Non-video game examples:

[[folder:Anime]]
* ''Anime/ExcelSaga'' spent its fourth episode parodying a Japanese DatingSim, and whenever a dialogue tree came up, the last option was always "Put it in".
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[[folder:Film]]
* Even the {{Terminator}} understands [[http://www.youtube.com/watch?v=AeV-DI09Q3w dialogue trees]]; in the original ''{{Terminator}}'', Arnie scrolls through one to answer someone asking "You got a dead cat in [your room] or what?". Out of a list that includes "Yes/No" and "Get lost", he picks the PrecisionFStrike.
** In the ''Terminator 2: Judgment Day'' novelization, the T-800 also has a dialogue tree to select responses from. When Sarah Connor says that he looks like "handmade shit" when she tries to fix up his wounds, the T-800 accesses the dialogue tree and then comes up with the response, "So do you".
[[/folder]]

[[folder:Real Life]]
* Played UpToEleven in RealLife. When your character talks to someone, the possible response are endless. It follows the general pattern of "say nice, get nice," though this isn't always the case. Of course, the personality, hobby, mood, gender, orientation, etc. of the character you speak to influences the answers heavily.
* Seriously though, when someone not knowing the local language gets a service job, they tend to have preprepared responses so as to be able to do their job despite not being able to communicate.
** Hilarity can ensue when the person encounters a customer with an unprecedented question or response. The simplest example might be someone who understands "yes" and "no," but not "a little bit, please."
* Call centres use these a lot, often to avoid having to give too much training - they just read the options off their screen, and pick what you say, leading to more questions. HilarityEnsues if you go off script.
* Fun to play with in shops, especially electronics "big chain" retailers where the assistant is just someone to serve, rather than knowledgable about the technical aspects of the item. A favourite is to buy a cheap cable for a digital connection, then wait for the assistant to recommend the expensive alternative. Then start asking questions about why a gold plated connectors on a cable is better. Point out with a digital conection you either have a connection/signal or you don't, you can't get a stronger/better or weaker signal. For bonus points start questioning the assistants knowledge of the PS3/TV/digibox/whatever, and wonder if he was as wrong on that as well.
[[/folder]]

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[[spoiler:[[TheStinger Can you repeat that?]] ]]