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Developer Diary #15: Dialogue Choice Systems

The summer break is over, and we’re back with a juicy Dev Diary for you. Today, Sarah Longthorne, TCR's Senior Narrative Designer and Writer, will delve into the intricacies of our dialogue systems and the thought processes behind their design for Bloodlines 2. Just a small warning: This journal delves into the inner workings of the branching dialogue code, which potentially contains minor spoilers.



“The presentation of dialogue options is different in Bloodlines 2 – a lot of it stems from TCR’s legacy of celebrating fully-realised characterisation and empowering voice actors to do more heavy lifting and explore more nuance.

To give an example, when selecting a dialogue option, players should know exactly what they’re opting into (we’ve all known the frustration of ‘But that’s not what I thought that meant!’), but the kind of spelling-out this requires precludes the ability to lean into the strengths of actors. This would also have caused problems for UI, since Phyre often has more to say that can be reasonably presented on screen—especially when we’re also catering to console. Ultimately, the needs of the player were integral: players should have all the information they need about their selected option and should feel confident in their choice, while the actor is allowed more playfulness in following that directive.

Now, seeing as you’re reading a Dev Diary, I assume that means you’ve seen some game materials that we have already shared, which means you’ll have noticed an early result of the above dilemma: we initially toyed with representing our dialogue choices in summary, to make the intention of the branch abundantly clear and lean harder into our ‘strategic’ approach to roleplay (more on that shortly).

However, this quickly revealed itself as the wrong direction—and not just because you guys (rightly) said so. Getting into the weeds of our conversations, I found that the choices on offer felt samey when viewed from above, even when the content was entirely different—zoom too far out and you lose fine detail, which is where your flavour lives.

So we settled on a compromise, the tried-and-true next best thing: (carefully) paraphrased speech.

But what about the content of these choices?

Remember what I said about strategies? The best way to approach choice design is to look at your theme. In Bloodlines 1, your options are a mixture of strategy and humanity (with other options thrown in to honour, for example, your clan). The same is true in other titles: in Baldur’s Gate 3, choice options are themed roughly around a simplified version of the morality alignment seen in D&D; in Telltale’s The Walking Dead, they are themed around the central question of ‘Do you have to be cruel to survive?’.

VtM’s World of Darkness is so named for its cynical perspective—its blood-tinted glasses, if you will. Kindred are a natural extension, a metaphor of that worldview. The recurring motif is
typically ‘How can I get what I want?’, with little being left off the table, though with room enough for those fading echoes of humanity to cling on—or at least, appear to do so. In this way, Bloodlines 1’s approach of marrying strategy with morality is the ideal direction, and it’s the one we’ve chosen.

But what does that mean for division of choice in more concrete terms? In other words, what courses of action might an Elder vampire such as Phyre consider?

The first, and most obvious, is to lean into their status, age, potency and power to intimidate those around them. In other contexts, this can manifest as being willing to voice the unpopular opinion, and being direct about it—‘not beating around the bush’, so to speak. After all, nobody fucks with an elder, right? Right?

But what if they do? What if, after a century in torpor, your age is all that’s going for you?

Age counts for a lot, true, but being Kindred is about more than what’s supernaturally afforded to you, and a clever vampire will have more up their sleeve than what their abilities allow—other ways of exerting control. After all, Bloodlines without some political scheming and intrigue just wouldn’t be Bloodlines. And that doesn’t even account for Phyre’s unique and, well, unfortunate circumstances. (Picture, if you will, the eyes-looking-to-the-side emoji.)

Throwing your weight around isn’t always the best option, especially in a world overrun with big egos and at least thirteen different species of narcissists. Sometimes, the best way to deal with someone is to let them take the W… for now. Stroke their pride, affirm their delusions, whisper honeyed lies and fall under the radar of capability. Become the listening ear, the comforting shoulder, the trusted disciple. Such a strategy can take you far… assuming your victim buys it.

Two ways to play the game—two extremes. So what occupies the middle ground?

A shrewd Kindred may know better than to bet it all on a big play. Knowledge is power, both others’ knowledge of you and your knowledge of them. Better, sometimes, to remain a mystery, to let others show their hand. Perhaps you achieve this straightforwardly, by responding to questions with more questions, or indirectly by choosing words that might provoke a reply, a telling outburst. By scooting back from the table, flipping the board and laying the game bare. If social navigation among Kindred is a careful masquerade, what happens when you rip off another’s mask and expose the subtext—say, with perceptive observations?

Of course, your options are not always strictly limited to these three approaches (we haven’t forgotten about Clan-specific options, for instance), and how each approach manifests will not always be uniform. You may also be sitting here wondering where humanity factors in.

The beauty of this system lies in subjective interpretation, both by you and others. Unless clearly indicated, we will never assume the intent for your choice on your behalf. Perhaps you were buttering up Lou Graham so your treachery would go unnoticed, but perhaps you genuinely admire her? Perhaps you wanted to make sure the young Prince understood the
hierarchy so they wouldn’t mess with your plans, or perhaps they were simply getting on your nerves? Strategy or sincerity—that much is up to you.

But of course, that won’t stop other characters from having their own interpretation.

Conversations are not an exception to gameplay, but an expression of it, and if gameplay is a test of skill, conversations are a test of emotional intelligence. To that end, each of our characters in Bloodlines 2 has their own preferences and biases rooted firmly in who they are and what drives them, which – combined with your choices – determines and flavours their opinion of you. This is a little more in-depth than like or dislike; to give a few simplistic and unrepresentative examples (no spoilers!): perhaps the compliment that so pleased the Primogen came across as sarcasm to the thin-blood? Perhaps to the Brujah your bullying was a blush of life? So you see, reactions to your choices are not uniform, but unique to the NPC and their unique disposition, and you’ll have to put some work into figuring out what makes them tick.

dd15 code.png


Above is a screenshot from our Inky editor showing how player choice influences perception and relationship in aggregate.

In the top choice, Phyre protests Lou’s intrusion on a private meeting, and if Lou is not used to this behaviour from Phyre, she will be slightly taken aback, responding with “Someone’s touchy tonight” before rejoining the branch that everyone else who took this option will see: “My childe and I have no secrets, do we, darling?”

Regardless, choosing this option will adversely affect Lou’s opinion of Phyre – indicated by ~Lou_DislikedThat – which over time can layer with her perception that Phyre is a bully, an empath
or a sage. (RF_Unimpressed) represents the nature of her displeasure, which feeds the UI players will see.

In the second, softer choice option – “Welcome” – Lou’s interpretation of Phyre's response is again distorted by her existing perception of who Phyre is, which in turn affects whether her opinion of Phyre goes up or down.

If she’s used to you being aggressive, but here you choose the softer route, she’ll assume you’re being sarcastic and become annoyed, lowering her opinion – after all, Lou is fluent in sarcasm, so it’s no stretch that she would project this into others.

However, if you’re not usually aggressive then she’ll take you at your word and respond favourably, with her opinion rising in tandem. In this branch, there is no merge: players either see “Well there’s no need for sarcasm” or “And it’s in part thanks to you”.


Lou Irritated.png

Lou Pleased.png


But this is also accumulative. If you have always come across as weak, for better or worse, sudden strength could have its own, unique response. The same goes if you have a reputation for directness, or for keeping your cards close to your chest. Things like your Clan and the details of your legend colour how others see you, as well as the colour of the lens through which they filter their reality, but so do your actions over time. And let’s not forget context and situational factors—what worked once won’t necessarily work every time. We don’t want you getting complacent, picking options transactionally to fill up some bar or progress some metric; we want you thinking, and engaging from moment to moment.

As a Kindred would.”

- The Chinese Room’s Senior Narrative Designer and Writer Sarah Longthorne

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I love it! NPCs remember how you play your character and they react to you based on that previous knowledge of you, like real people do.
 
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The only game I think has done "representative" dialog options correctly is Alpha Protocol. And that's basically because you weren't picking what to say, you were picking a personality.

Dialog options in that game was basically a choice between:
1. Respond like Jack Bauer
2. Respond like James Bond
3. Respond like Jason Bourne

It worked really well for that game because it had a very tight narrative focus and a defined main character.

For literally any other type of main character, give me lots of text options that spell out exactly what my character is saying.
 
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As much as I love Alpha Protocol, it still runs into the core issue where you try to respond like Jack Bauer, but to the wrong thing in the conversation that caught your interest, leading you to sound like a crazy person when you didn't intend it.
 
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I'm not sure I've seen a dialogue system like that outside of CYOAs (with reactions depending on previous reactions). I do hope it's successful because on paper, it's the sorta thing you should want, right? That's how people work, and if done well, it'll feel entirely natural and seamless.

My worry is that, well, it's a game. Obviously, players are all different, but very few play for roleplay only. Outcome of interaction is important. So especially if gameplay-wise it matters if a character likes/hates you - ie for quest rewards, unlocking stuff(tm), getting specific "content", whatever - and hopefully it should, as otherwise this will all feel pretty meaningless very quickly - then part of playing the game will definitely be "I want to make the choice that gives me that content". Which tends to work easily enough in most games as you know which choices to pick if you want to butter up an NPC. It's how these games work.

But if the interaction becomes unreliable, and even worse, might be unreliable because of choices previously made, then ... I don't know. Will that be fun? It'll be good roleplay. But it might very well be very frustrating when you suddenly notice you've locked yourself out of something, or whatever - because, again, it's a game. And unlike reality I'm stuck with few interactions and can't go back around to "fix" something, even if it takes many months or years. Well, reloading is an option, but that's hardly fun.
 
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This was a good dev diary. I'm not surprised that dialogue primarily boils down to paragon (empath) or renegade (bully), but this is absolutely an interesting spin on it. Depending on how frequently you're offered divergent choices based on your clan, relationships, and past actions it might end up really cool.

It does make me wonder how many times you have to choose the empath or the bully option to make a character perceive you as such. It makes me think a little about Dragon Age 2, where your character is given a personality based on what dialogue option you pick the most. That ended up as a somewhat awkward system, as your character could go through a complete personality change unless you always stick to the single dialogue option consistent with your personality.

Either way, reading this made me feel a little more optimistic. :)
 
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The system seems to have a lot of potential, if it develops towards the possibility of different actual choices and different developments into the game world, and not just cosmetics effects.
 
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The one thing everyone who plays RPs agrees on is hatred towards dialogue options that mislead the player into what the character is about to say. representive options don't work and just frustrate the play by making every choice uninformed.
Themed to archtype choices as well, just remove player engagement, bioware games have shown that personality options just mean, players don't think about dialogue options just choose the same option each time, oh this is good run so good option every time. No need to even read the dialogue let alone enter conversation with it. Good RPGs incentivise the player to think about the all the options and choose was it right, for who they are talking to and trying to gain. Not just choice two because that's the snarky one and none of it matters but flavour.
 
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I think this the first dev diary that recognized Bloodlines as a previous game, and something you beholden to honour in some way.

"
VtM’s World of Darkness is so named for its cynical perspective—its blood-tinted glasses, if you will. Kindred are a natural extension, a metaphor of that worldview. The recurring motif is
typically ‘How can I get what I want?’, with little being left off the table, though with room enough for those fading echoes of humanity to cling on—or at least, appear to do so. In this way, Bloodlines 1’s approach of marrying strategy with morality is the ideal direction, and it’s the one we’ve chosen.
"

However then I read then your personality types are bully, empath and sage. This seems to conflict with your intented goal "How can I get what I want" narrative, a vampire doesn't fit as an empath. That is too much like BG3 cartoonish good/evil. Your types should be Direct or Conniving rather than bully/empath.
 
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However then I read then your personality types are bully, empath and sage. This seems to conflict with your intented goal "How can I get what I want" narrative, a vampire doesn't fit as an empath. That is too much like BG3 cartoonish good/evil. Your types should be Direct or Conniving rather than bully/empath.

I think you are misreading into this. What those options are called is entirely irrelevant. They could be A, B and C. Those are just codewords that are used to branch narrative in the code with the name giving a little idea of what they are about for the dev doing the job. They are NOT personality types.

OT: I applaud that we are getting more dev diaries, particularly those that give us an idea of the depth of roleplay elements in the game. This is important in calming the hardcore fans.
 
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This was a good dev diary. I'm not surprised that dialogue primarily boils down to paragon (empath) or renegade (bully), but this is absolutely an interesting spin on it. Depending on how frequently you're offered divergent choices based on your clan, relationships, and past actions it might end up really cool.

Just wanted to clarify on the sage/empath/bully choices that they're tracked both globally and per-NPC so you can appear one way to Lou and another way to someone else. This makes it less like Paragon/Renegade in that doing one doesn't stop you from doing any of the others later on so you can try and make friends with different people. They're also not signposted in the same way, as Azar said, they're more for behind the scenes branch tracking.
 
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I think you are misreading into this. What those options are called is entirely irrelevant. They could be A, B and C. Those are just codewords that are used to branch narrative in the code with the name giving a little idea of what they are about for the dev doing the job. They are NOT personality types.

OT: I applaud that we are getting more dev diaries, particularly those that give us an idea of the depth of roleplay elements in the game. This is important in calming the hardcore fans.
Possibly, I'm skeptical for understandable reasons. Empath is very specific word that is pretty much the opposite of what any world of darkness vampire is, even the morally grey ones. Maybe I am misreading their intentions because since my wife is an actual empath , I don't think vampries can't watch the news from age 6 because the children in africa is starving. But if the games comes out and empath is your typical Goody Two Shoes protagonist , it's a mistake and big diversion from the world of darkness every vampire is a monster more or less.
 
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Possibly, I'm skeptical for understandable reasons. Empath is very specific word that is pretty much the opposite of what any world of darkness vampire is, even the morally grey ones. Maybe I am misreading their intentions because since my wife is an actual empath , I don't think vampries can't watch the news from age 6 because the children in africa is starving. But if the games comes out and empath is your typical Goody Two Shoes protagonist , it's a mistake and big diversion from the world of darkness every vampire is a monster more or less.

Yeah. See staff post above.

You are thinking it as a general trait, whereas I believe its meant to signify that Phyre is emphatic to what the other person says in this particular conversation, or dialogue choice even. And its meant to track what the player chooses, not what Phyre is like in general.
 
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Happy to see your moving away from the fallout 4 style dialogue concealment not knowing what my character will say makes me disassociate from them it becomes more I'm a spectator almost like fabian only able to advise not control. would have liked to seen the revised UI for the player dialogue selection.

The dialogue system sounds promising will need to wait until the game is out until we see how much it it matters perhaps an achievement for being universally liked or disliked by all major npcs.
 
Happy to see your moving away from the fallout 4 style dialogue concealment not knowing what my character will say makes me disassociate from them it becomes more I'm a spectator almost like fabian only able to advise not control. would have liked to seen the revised UI for the player dialogue selection.

The dialogue system sounds promising will need to wait until the game is out until we see how much it it matters perhaps an achievement for being universally liked or disliked by all major npcs.
Thanks, the UI is technically a different part of the system so Sarah couldn't talk about it in as much detail because it wasn't her work directly. We will show it later on though to give you a better idea of how it all works together.
 
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Just wanted to clarify on the sage/empath/bully choices that they're tracked both globally and per-NPC so you can appear one way to Lou and another way to someone else.
But are "all" (I'm using the word loosely - in addition to above-mentioned clan-specific choices for example) choices on that spectrum? Because surely not every single time it's about whether you want to "bully" somebody or be "empathetic" to somebody ...
... I mean, we talked about F4 UI, but the other thing everyone that gives it some thought hated about F4 was that the dialogue system was squeezed into exactly this sorta tight "system" where all choices had to fit a specific pattern, no matter if it made any sense at all, leading to some real bad forced writing.

So maybe Lou would care whether you are trying to "bully" her or be "empathic", but perhaps some other character would really only care about how much money you ask about. Or whatever.

One of the BL1 strengths despite the simplicity of the dialogue system (well, depends what its measured against) is that each set of choices is more or less unique. Sometimes you can seduce someone to get ahead. But it's not forced into a system so that you got to be able to do it every single time. Same with trying to persuade somebody or dominating them or threatening them ... ^^
 
But are "all" (I'm using the word loosely - in addition to above-mentioned clan-specific choices for example) choices on that spectrum? Because surely not every single time it's about whether you want to "bully" somebody or be "empathetic" to somebody ...
... I mean, we talked about F4 UI, but the other thing everyone that gives it some thought hated about F4 was that the dialogue system was squeezed into exactly this sorta tight "system" where all choices had to fit a specific pattern, no matter if it made any sense at all, leading to some real bad forced writing.

So maybe Lou would care whether you are trying to "bully" her or be "empathic", but perhaps some other character would really only care about how much money you ask about. Or whatever.

One of the BL1 strengths despite the simplicity of the dialogue system (well, depends what its measured against) is that each set of choices is more or less unique. Sometimes you can seduce someone to get ahead. But it's not forced into a system so that you got to be able to do it every single time. Same with trying to persuade somebody or dominating them or threatening them ... ^^
Things like clan specific dialogue and asking questions aren't. It's dependent on the situation, not all of the conversation options are defined by those styles. They're interpreted more broadly than the one word tag implies.
 
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Possibly, I'm skeptical for understandable reasons. Empath is very specific word that is pretty much the opposite of what any world of darkness vampire is, even the morally grey ones. Maybe I am misreading their intentions because since my wife is an actual empath , I don't think vampries can't watch the news from age 6 because the children in africa is starving. But if the games comes out and empath is your typical Goody Two Shoes protagonist , it's a mistake and big diversion from the world of darkness every vampire is a monster more or less.
You misunderstand. Bloodlines 2 seems to be about manipulation. Choosing the empathic dialogue option doesn't necessarily make you empathic. It could just make you very manipulative which is what they seem to be going for. You're playing with the feelings of others in order to gain an advantage over them which is EXACTLY what Vampire: The Masquerade is about.
 
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