Designing Embodied Dialogue Systems: A Way of Thinking about Character Conversation in Video Games

Placeholder Show Content

Abstract/Contents

Abstract
This thesis argues for a new way of thinking about designing engaging dialogue systems for video games. The proposed approach – called designing “embodied dialogue” systems – stands in contrast to and goes beyond designing traditional “descriptive” dialogue systems to create an intrinsically engaging moment-to-moment dialogue experience. On this basis, this work proposes three design principles for creating embodied dialogue systems, namely, such systems should be (1) expressive, (2) autonomy-inspiring, and (3) true to the underlying game genre. These principles are put into motion in a proof of concept game prototype called Embodied Dialogue; the ways in which the design approach shaped the game design are discussed in detail. This tangible instantiation of the proposed approach was qualitatively evaluated by play-testers as a way of assessing its initial effectiveness. Furthermore, the game itself serves as a critical exploration of embodied dialogue elements including strongly-timed audiovisual sonification of dialogue, audiovisual inner speech, and an expressive personality system. Overall, this thesis argues that designing embodied dialogue systems (and the various game elements that can be derived from using this approach) is a compelling way of thinking for creating more engaging video game dialogue systems.

Description

Type of resource text
Date created June 2020

Creators/Contributors

Author Weyns, Stephen
Degree granting institution Stanford University, Symbolic Systems Program
Primary advisor Wang, Ge
Advisor Bennett, Chris

Subjects

Subject RPG
Subject Game Design
Subject Sonification
Subject Embodied Dialogue
Subject Dialogue System
Subject Symbolic Systems Program
Subject School of Humanities and Sciences
Subject Symbolic Systems
Subject SYMSYS
Genre Thesis

Bibliographic information

Access conditions

Use and reproduction
User agrees that, where applicable, content will not be used to identify or to otherwise infringe the privacy or confidentiality rights of individuals. Content distributed via the Stanford Digital Repository may be subject to additional license and use restrictions applied by the depositor.
License
This work is licensed under a Creative Commons Attribution Non Commercial 3.0 Unported license (CC BY-NC).

Preferred citation

Preferred Citation
Weyns, Stephen and Wang, Ge and Bennett, Chris. (2020). Designing Embodied Dialogue Systems: A Way of Thinking about Character Conversation in Video Games. Stanford Digital Repository. Available at: https://purl.stanford.edu/xt576qs7722

Collection

Undergraduate Honors Theses, Symbolic Systems Program, Stanford University

View other items in this collection in SearchWorks

Contact information

Also listed in

Loading usage metrics...