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* [[DialogueTree I think I missed something, can you start your entire speech over verbatim?]]

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* [[DialogueTree [[ShallIRepeatThat I think I missed something, can you start your entire speech over verbatim?]]



* The [[PhilipsCDi CD-i]] adventure game ''Laser Lords'' had a unique approach to this; the responses are key words you can select from the talking character's current dialog. You also have the option to remember key words so you can say them to anyone, which is needed for relaying passwords or asking about things only one character mentions.

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* The [[PhilipsCDi [[UsefulNotes/PhilipsCDi CD-i]] adventure game ''Laser Lords'' had a unique approach to this; the responses are key words you can select from the talking character's current dialog. You also have the option to remember key words so you can say them to anyone, which is needed for relaying passwords or asking about things only one character mentions.


[=[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?]]

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[=[FAILED]=] No thanks, I'm seeing a nice page from the SugarWiki.SugarWiki/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?]]


** 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.

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** VideoGame/{{Fallout 2}} VideoGame/Fallout2 had a the simpleminded character Torr Buckner in one of the main towns. Klamath. If your PC is also simpleminded, meaning having low intellgence, you two can have an in-depth conversation, in which the subtitles are subtitled.
subtitled, as detailed in the dialogue file, [http://fallout.wikia.com/wiki/KCTORR.MSG here]].
** ''VideoGame/{{Fallout 3}}'' ''VideoGame/Fallout3'' 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.


* 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 "Bye". 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.

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* 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 "Bye". Occasionally a NPC in their dialog would let slip a subject that you could then bring up to another NPC - which who would then reveal some useful bit of information about that subject him once subject. Sometimes an NPC would ask the player a question, to which you asked. This system faded as technology advanced, and by could reply, usually with 'yes' or 'no'. By ''VideoGame/UltimaVII'' it was the series had switched to a more conventional dialog tree.


** ''MegamiTensei'' from 1987 featured a similar dialogue tree conversation system.

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** ''MegamiTensei'' ''VideoGame/MegamiTensei'' from 1987 featured a similar dialogue tree conversation system.


* ''Portopia Serial Murder Case'' from 1983 may possibly be the UrExample.

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* ''Portopia Serial Murder Case'' ''VideoGame/ThePortopiaSerialMurderCase'' from 1983 may possibly be the UrExample.

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* Most {{Visual Novel}}s tend to have dialogue trees.

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* ''VideoGame/RandalsMonday'': Mainly used to pick out your favorite quip, but a few puzzles are reliant on this, including [[spoiler:the last puzzle]].

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* ''VideoGame/ClarencesBigChance'': During the date.


** ''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. Too bad that most responses are generic, which means that you tend to get the same answer no matter who you talk to; very few [=NPCs=] have unique things to say.
** ''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. Contrasting with Morrowind, though, {{Non Player Character}}s tend to have more unique dialogue; usually only their responses to "Rumors" are generic.
** ''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.

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** ''VideoGame/TheElderScrollsIIDaggerfall'' ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'' 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'', ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', 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. Too bad that most responses Thought nearly all of the game's dialogue is written, there are generic, which means that you tend to get the same answer no matter who you talk to; very few [=NPCs=] have unique things to say.
tens of thousands of lines available.
** ''VideoGame/TheElderScrollsIVOblivion'''s ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]''[='s=] version is limited in comparison.comparison, in large part due to the game switching to most spoken dialogue. 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. Contrasting with Morrowind, though, ''Morrowind'', {{Non Player Character}}s tend to have more occasional unique dialogue; usually only their responses to "Rumors" though there are generic.
far fewer lines available due to, once again, the move to voicing the lines.
** ''VideoGame/TheElderScrollsVSkyrim'' ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'' has a more traditional dialogue system, where you actually choose what your character says instead of just choosing a topic to talk about.

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[[folder:Toys]]
* ''ComicBook/BeastWarsUprising:'' Bisk, who thinks he's a video-game character, considers his options this way in a conversation with Megatron. He decides not to go with the romance option, since he doesn't think Megatron would appreciate it.

[[/folder]]



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* [[TheLastOfTheseIsNotLikeTheOthers I like bread.]]


** ''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. Contrasting with Morrowind, though, NPCs tend to have more unique dialogue; usually only their responses to "Rumors" are generic.

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** ''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. Contrasting with Morrowind, though, NPCs {{Non Player Character}}s tend to have more unique dialogue; usually only their responses to "Rumors" are generic.


** ''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.]]

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** ''Planescape: Torment'' is, indeed, the {{Doorstopper}} of video game scripts, and, according to TheOtherWiki, Wiki/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.]]


* 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]].

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* Both ''[[VampireTheMasqueradeBloodlines ''[[VideoGame/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]].

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