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In their wake, dialogues of the dead spread as a genre across Europe. [18] In England there appeared a set of contemporary dialogues titled English Lucian in 1703, [19] well before English translations of Fontenelle and Fénelon [20] and George Lyttelton's elegant imitation of them in his own Dialogues of the Dead (1760). [21]
Dialogue (sometimes spelled dialog in American English) [1] is a written or spoken conversational exchange between two or more people, ...
Many of these frequently feature Socrates and are an important part of the Socratic dialogues. Pages in category "Dialogues of Plato" The following 45 pages are in ...
Socratic dialogue (Ancient Greek: Σωκρατικὸς λόγος) is a genre of literary prose developed in Greece at the turn of the fourth century BC. The earliest ones are preserved in the works of Plato and Xenophon and all involve Socrates as the protagonist .
This is a list of the Imaginary Conversations of Walter Savage Landor, a series of dialogues of historical and mythical characters. It follows the retrospective order and arrangement of the five-volume collection, chosen by Landor himself and to be found in his Collected Works. These were then published separately (1883).
A sample of the Dialogue is (Master Slave): Slave, listen to me! Here I am, master, here I am! I want to make love to a woman! Make love, master, make love! The man who makes love forgets sorrow and fear! O well, slave, I do not want to make love to a woman. Do not make love, master, do not make love. Woman is a real pitfall, a hole, a ditch,
The following is a list of the speakers found in the dialogues traditionally ascribed to Plato, including extensively quoted, indirect and conjured speakers.Dialogues, as well as Platonic Epistles and Epigrams, in which these individuals appear dramatically but do not speak are listed separately.
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 ]