Playing with words: from intuition to evaluation of game dialogue interfaces

  • Authors:
  • Serdar Sali;Noah Wardrip-Fruin;Steven Dow;Michael Mateas;Sri Kurniawan;Aaron A. Reed;Ronald Liu

  • Affiliations:
  • UC Santa Cruz, Santa Cruz, CA;UC Santa Cruz, Santa Cruz, CA;Stanford University, Stanford, CA;UC Santa Cruz, Santa Cruz, CA;UC Santa Cruz, Santa Cruz, CA;UC Santa Cruz, Santa Cruz, CA;UC Santa Cruz, Santa Cruz, CA

  • Venue:
  • Proceedings of the Fifth International Conference on the Foundations of Digital Games
  • Year:
  • 2010

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Abstract

Dialogue systems are central to role-playing games, adventure games, interactive fictions, and some forms of interactive drama and cinema---but we have little empirical evidence about how, or even whether, the design of dialogue system interfaces shapes gameplay experience. In this paper we present the results of a study directly comparing three different dialogue system interfaces implemented over the complete course of a dramatic, story-focused game. We find that, holding the rest of the game steady, changing the dialogue interface produces significant changes in gameplay experience. Further, these changes shape perceptions of the system well beyond the interface and its operation. The changes are also sometimes resonant with, and sometimes at odds with, conventional wisdom about these interface options in the game design and writing communities. Our study compared three interfaces: a sentence selection interface (which appears to maximize story involvement), an abstract response menu interface (which maximized reasoning about the underlying game structures), and a natural language understanding interface (which maximized a sense of presence and engagement with the overall experience). Our full results provide valuable future guidance for those seeking a dialogue interface that is resonant with their gameplay experience goals.