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Analysis: Conversation Design In Games – Gamasutra
Posted on May 14th, 2009 at 7:27 am by

Gamasutra

Analysis: Conversation Design In Games
Gamasutra, CA
Compared with hub-and-spoke dialogue, the use of atomic quips means that the structure of the dialogue becomes less repetitive — once the player has made the quip about the bridal registry available, for instance, he doesn't necessarily have to re-ask

Original post by wedding registry – Google News

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