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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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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.
No, I don't misunderstand, I want it to be about manipulation. I just don't think that is what they going for with the word they chose for the path, that would be very confusing for everyone in development. Fake empathy versus real empathy should have an impact on voice acting, tone and facial animation. I haven't seen any support from the developers in that direction, only that empath is not an empath strictly choice only an empathetic dialogue branch.
 
No, I don't misunderstand, I want it to be about manipulation. I just don't think that is what they going for with the word they chose for the path, that would be very confusing for everyone in development. Fake empathy versus real empathy should have an impact on voice acting, tone and facial animation. I haven't seen any support from the developers in that direction, only that empath is not an empath strictly choice only an empathetic dialogue branch.
You're wrong. If you're good at manipulating, then fake empathy doesn't sound different at all. Master manipulators don't leave any evidence that you're being manipulated.
 
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I like it. I hope the devs lean heavily into this.

The main thing I would like to see from B2 is Black Isle/Troika/Obsidian-style dialogue and quest design - lots of options for things to say, lots of different ways to approach a task. The more the devs can lean into that (and the less 'cinematic' and on-rails) the better.

If I saw more of that - and if I could actually design my player character - I'd probably buy the game on release. Currently - not having seen much in the way of that - I'm going to wait for the reviews before making any purchasing decisions.
 
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You're wrong. If you're good at manipulating, then fake empathy doesn't sound different at all. Master manipulators don't leave any evidence that you're being manipulated.
There is a way to indicate to the player that your character is trying to manipulate the NPC, which in the previous games was done with the Manipulation skill and different colored text. That is very different from having an empathy path that virtually indistinguishable from the real thing, which I repeat, the developer has said not confirmed as manipulation(they would have just named it that if that's what they meant...duh) it's actually the empathetic path by their own written words and repeated statements.
 
There is a way to indicate to the player that your character is trying to manipulate the NPC, which in the previous games was done with the Manipulation skill and different colored text.

The main reason it had a different colored text was because the attempt used a specific skill from the character sheet. That is different from using regular dialogue. Im not sure that sort of thing would be applicable in BL2 the same way, without being confusing.

(of course, BL1 didn't make any dicerolls like the tabletop would've; you either had enough of the skill (and saw the option) or you didnt.)
 
Great job with the overall concept. The system of remembering answers and shaping the dialogue path based on them is a brilliant idea if it can be implemented. However, such a system must be very flexible. For example, I miss the dialogue option "rip out Liu's throat for her audacity and intimidate her followers into serving you". Savage violence has its uses and vampires should know that first and foremost. After all, violence is their primal instinct. Building a reputation as a psychopathic murderer who kills the opposition as soon as someone utters a word of opposition should be a possible, although difficult, strategy to beat the game. On the one hand, your supporters will prefer to die rather than disappoint you, but on the other hand, camerilla will certainly not be delighted with your actions. However, if you don't like the Camerilla, you may like the Anarchs or the Sabat.

Moreover, it would be good to be able to kill any NPC at will, regardless of whether he has a mission for you or not. Moreover, it would be nice if the creators anticipated such a player's path and added a hidden character with a short hidden quest leading to an early end of the game, e.g. if the player killed all other interactive NPCs before starting any of the quests.
 
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This sounds ... Interesting. I will be honest and say it sounds like a lot of promise which we often got and it always fell through (in other games).

I really hope this works because it is really a great idea for a system, though I am concerned by content bloat or that characters ignore your overall reputation (for example if you are extremely aggressive to all people but one person they should be suspicious if they have the ability to learn that). It just involves so many factors I cannot really see it working, but I want to believe and I hope it does.

Anyway great DD, spiked my interest in this game again!
 
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... hmmm. I didn't originally look too closely at the screenshots, but -

"We'll there's no need for sarcasm." -> "Lou was irritated by that."
Of course, those screenshots are WIP. But will that actually be in the game? Like that?

Because five minutes before that we're talking about the natural reaction and how the dialogue should be all roleplay and feel instinctive and do all that fancy narrative/immersive stuff. And then when somebody reacts with irritation to your comment you get a popup line saying how they are irritated (at least this time I see no Fabian: "Ooh, she didn't like that!" line in the script ... ).

So what's the actual goal here?

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.
But also, we'll smash you over the head with how the dialogue variable just went +1 because you couldn't possibly tell from the characters reaction. But only afterwards, so you get the worst of both worlds - you gotta guess what you are saying, anticipate how they'll react, but then it'll still be a game-y +1 irritated progress (but to be fair, not a progress bar).

It feels a little like as a player you might get the worst of "both" worlds here? It's trying to be immersive and realistic, thus obfuscating what choice you might want to pick for your desired gameplay effect because I guess roleplay/immersion is supposed to be the priority. Which as I said previously I'm skeptical about but it's one of those things you probably gotta experience to judge/depends a lot on actual execution, so if it does work, great!
But either way, then afterwards we're right back to game-fied dialogue reactions - only then of course it's too late, and now we can't do the natural immersive "players deduces the reaction" thing anymore, but instead get an onscreen line on how we're performing.

This suddenly feels a lot like a "rub in that you picked the wrong choice" mechanic. Or a straight up "reload to get desired popup" mechanic.

(also, now that I think I better understand what the {} indicates in the pseudo script, I hope the "{Welcome}/"Lou Graham, returned at last" is an unfortunate WIP example because that's EXACTLY what the first paragraph claims the game won't do ^^; )
 
Kind of a side note, but I hate it when the dialouge options gives you the opportunity to complain about something, but then the game just moves on ignoring you.

Obviously the game can't model every reaction ever, but the dialogue choices that do exist should give you a hint what is possible to change in the world. It shouldn't be just a tacked on minigame that doesn't affect what is happening next.

If you put a "I don't want to save the world" answer in your game, the game shouldn't just go "haha, yeah, but you have to!".

If some dude disturbs your meeting and you can complain about that, there needs to be an option to kick him out.

Otherwise you shatter the illusion that you are part of a conversation.
 
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If some dude disturbs your meeting and you can complain about that, there needs to be an option to kick him out.
Especially since this seems like a scene where Fire interrogates some subordinate about something, and clearly the boss barges in to keep an eye on stuff. This very much would be "this is sheriff business, go away" territory.

And I agree that it looks like the typical game scene where you can vaguely say something and get a reaction but it's basically without consequences.

Now, I personally think that often that's perfectly fine, if anything, give me 10 choices that allow me to express precisely how I feel at that moment, even if it changes nothing but the fact that I reacted sarcastically or amused, or angrily or whatever ... it's not like that should always change what the other character does. You know, just a bit of roleplay opportunity (unfortunately very few games do this).

... but if it's just that all the time and especially in a way that is very convenient for the narrative ("well couldn't just let the character reveal what they know here, that'd make everything too obvious too quickly!") it feels forced, rail-roady, and like fake choices. Realistically, even if it felt like you couldn't push Lou out of the meeting, you could probably just catch the guy 5 minutes later when he's leaving, or the next night, or whatever. But you can't do that in video games (probably). So the reaction must be immediate.

It's kinda a product of all these super cautious DDs though, isn't it? For all we know the very next lines of that dialogue branch are "no, get out of here", or whatever. But it's just this 1 tiny example with 1 "choice/reaction" and nothing else so you can't actually see how a scene fully plays out. All DDs to me kinda gave that vibe so far and I don't get it. If people are here, they are interested; that's the point ^^
 
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Kinda like this article ...
But i feel like you should have started with this half year ago. :(

Now, when we got lots of red flags, we need more. :-/