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* In ''VideoGame/{{Facade}}'', talking with Grace and Trip is accomplished by typing in what you want to say, with a powerful text parser deciphering and an producing an appropriate response from them.

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* In ''VideoGame/{{Facade}}'', ''VideoGame/Facade2005'', talking with Grace and Trip is accomplished by typing in what you want to say, with a powerful text parser deciphering and an producing an appropriate response from them.
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* {{NPC}}s in ''VideoGame/EverQuest'' have keywords in [brackets] that players need to [question] or try to respond to with [certain phrasing] to advance quest lines and [details].

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* {{NPC}}s {{Non Player Character}}s in ''VideoGame/EverQuest'' have keywords in [brackets] that players need to [question] or try to respond to with [certain phrasing] to advance quest lines and [details].
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* ''VideoGame/FinalFantasyII'', oddly enough, uses these, and is the only entry in the series to do so.
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[[AC:MMORPG]]
* {{NPC}}s in ''VideoGame/EverQuest'' have keywords in [brackets] that players need to [question] or try to respond to with [certain phrasing] to advance quest lines and [details].
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* The ''Franchise/{{Ultima}}'' series generally let the player type in the topic they want to discuss with an NPC when engaging them in conversation. Its SpiritualSuccessor, ''VideoGame/ShroudOfTheAvatar'' deliberately uses the same system.

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* The ''Franchise/{{Ultima}}'' ''VideoGame/{{Ultima}}'' series generally let the player type in the topic they want to discuss with an NPC when engaging them in conversation. Its SpiritualSuccessor, ''VideoGame/ShroudOfTheAvatar'' deliberately uses the same system.
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** The ''VideoGame/{{Avernum}}'' remake of the series abandoned this in favor of [[DialogueTree Dialogue Trees]].

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** * The ''VideoGame/{{Avernum}}'' remake of the series abandoned this in favor of [[DialogueTree Dialogue Trees]].
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* The ''VideoGame/{{Exile}}'' series used keywords for conversation. The first two games required all keywords to be typed manually but the third game allowed players to click on words in the NPC's dialog as well as providing buttons for a few standard keywords (Buy, Sell, Name, Job).

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* The ''VideoGame/{{Exile}}'' series used keywords for conversation. The first two games required all keywords to be typed manually but the third game allowed players to click on words in the NPC's dialog as well as allowing manual typing and providing buttons for a few standard keywords (Buy, Sell, Name, Job).
** The ''VideoGame/{{Avernum}}'' remake of the series abandoned this in favor of [[DialogueTree Dialogue Trees]].
Is there an issue? Send a MessageReason:
None



to:

* The ''VideoGame/{{Exile}}'' series used keywords for conversation. The first two games required all keywords to be typed manually but the third game allowed players to click on words in the NPC's dialog as well as providing buttons for a few standard keywords (Buy, Sell, Name, Job).
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* In ''VideoGame/LostPig'', conversation with the gnome occurs by typing ''tell gnome about [keyword]'' or ''ask gnome about [keyword]''. The game automatically suggests new keywords related to topics the conversation has already covered, but the gnome will respond to any word the player enters.
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The alternative to branching {{Dialogue Tree}}s when it comes to interactive dialogue in video games: when talking to an NPC, instead of picking one of a handful context-sensitive lines to say, the player types in or otherwise inputs one of general keywords that the NPC can then react to.

If the keywords have to be typed in, the game may accept only specific keywords or employ a TextParser to interpret proper language queries. Otherwise, the game tracks a global list of keywords that the PlayerCharacter knows and can bring up in dialogue at any time. In this case, new keywords may be highlighted in the dialogue window ''a la'' RainbowSpeak, and may even function like hyperlinks, letting the player immediately ask more about them with a mouse click.

The advantage of using keywords over {{Dialogue Tree}}s is that the player is much more flexible in regards to topics that can be discussed with any NPC, who may know [[HiddenDepths much more than is readily apparent]]. The drawbacks are that most [=NPCs=] will inevitably have nothing to say on most topics and the potential SequenceBreaking caused by players knowing more than their characters. It is also nigh impossible to simulate a normal human conversation this way, unless a powerful TextParser is employed.

See also YouCantGetYeFlask, for when the TextParser is too strict on what the keywords or key phrases are.
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!!Examples

[[AC:Adventure Game]]
* In ''VideoGame/{{Facade}}'', talking with Grace and Trip is accomplished by typing in what you want to say, with a powerful text parser deciphering and an producing an appropriate response from them.
* Dialogue in ''VideoGame/{{Syberia}}'' is facilitated by Kate's writing pad, wherein she collects relevant keywords and can interview each character she meets about them.

[[AC:Role-Playing Game]]
* The ''Franchise/{{Ultima}}'' series generally let the player type in the topic they want to discuss with an NPC when engaging them in conversation. Its SpiritualSuccessor, ''VideoGame/ShroudOfTheAvatar'' deliberately uses the same system.
* The first two ''VideoGame/{{Fallout}}'' games allowed the players to type in keywords freely in addition to {{Dialogue Tree}}s that automatically came up when talking to an NPC.
* ''VideoGame/{{Wasteland 2}}'', similarly to the ''Fallout'' series, tracks available keywords as pressable buttons in the dialogue window but also lets the player type them in manually.
* In ''VideoGame/TheElderScrollsIIIMorrowind'', new keywords were highlighted as hyperlinks in the dialogue window and known keywords were listed to the right (slightly filtered by the NPC's affiliations and story purpose). In ''VideoGame/TheElderScrollsIVOblivion'', dialogue was fully voiced, so the keywords appeared in the list after they were spoken. In both games, [=NPCs=] could refuse to react to certain keywords if RelationshipValues weren't high enough.

[[AC:In-Universe Examples]]
* The [[FictionalVideoGame fictional MMORPG]] in which the ''Franchise/{{Noob}}'' franchise is set has a verbal variation. All media show players accepting a quest by telling "quest accepted" to a QuestGiver. The novels focus on this aspect a little more, the first one having Arthéon prononce the name of the LivingMacGuffin as clearly as possible to every single NonPlayerCharacter he runs into in hope of eliciting a reaction. The second novel had Sparadrap blurt out a string of potential keywords instead real sentences when short on time to get a NonPlayerCharacter to follow him.
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