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  2. Dialogue tree - Wikipedia

    en.wikipedia.org/wiki/Dialogue_tree

    A dialogue tree, or conversation tree, is a gameplay mechanic that is used throughout many adventure games [1] (including action-adventure games [2]) and role-playing video games. [3] When interacting with a non-player character, the player is given a choice of what to say and makes subsequent choices until the conversation ends. [3]

  3. Arcade Spirits - Wikipedia

    en.wikipedia.org/wiki/Arcade_Spirits

    Gagne and Schumann made a point of hiring a diverse team for the game's development. [4] The team behind Arcade Spirits put out a casting call looking for musicians to work on the game. [2] A Patreon was opened to support development of the game, offering early access to demos and the full game depending on how much a person contributes. [2]

  4. Dating sim - Wikipedia

    en.wikipedia.org/wiki/Dating_sim

    Unlike more modern dating sims, the game's plot is progressed through text choices, and as such plays more like graphical text adventures of the time (similar to games such as Famicom Detective Club.) However, The first game which set the standard for the dating sim genre was Dōkyūsei (1992), which relied more on timed events than dialogue ...

  5. Star Ocean - Wikipedia

    en.wikipedia.org/wiki/Star_Ocean

    Star Ocean is known as one of the earliest real-time RPGs to allow players to alter the storyline's outcome through the player's actions and dialogue choices, mainly through a social relationship system referred to as "private actions".

  6. Fallout 4: Far Harbor - Wikipedia

    en.wikipedia.org/wiki/Fallout_4:_Far_Harbor

    The dialogue system in Fallout games allows the players to converse with and influence the non-player characters. [31] The dialogue options in Far Harbor were designed to give players more flexibility in bringing the game to an end, with the expansion featuring more dialogue choices. [30]

  7. Gamedec - Wikipedia

    en.wikipedia.org/wiki/Gamedec

    Dialogue choices are permanent, as are "deductions", which are a core element of the game's progression system – players are presented with irreversible choices based on optional evidence, where the number of choices is fixed for each deduction, but the choices' availability is determined by progression. [6]

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  9. The Shapeshifting Detective - Wikipedia

    en.wikipedia.org/wiki/The_Shapeshifting_Detective

    Sam's dialogue is unvoiced, but impersonated characters are voice acted. When interviewing suspects, dialogue choices are chosen from a list. Risky dialogue choices are marked, and players can remove them from the list if they do not wish to risk following a dialogue tree. Otherwise, choices are permanent and can not be backtracked. [2]