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“AI is the next step” - Obsidian’s Josh Sawyer talks about the evolution of branching dialogue

Outside of swooping, cinematic camera angles and controller-friendly Dialogue wheels, Branching Dialogue in videogames doesn’t seem to have come very far since its inception. If anything, it seems to have regressed a little, becoming more streamlined, sure, but also offering fewer options to the player. 

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This fact prompted someone to ask Obsidian’s Josh Sawyer if he thought branching dialogue was an evolutionary dead-end. He says it isn’t.

For starters, things have been evolving, albeit behind-the-scenes. Data tracking is now much easier for writers, so they can figure out the balance more easily - how many times NPCs have reacted to an event, trait, or any other variable, for example. This, Sawyer, says, has lead to more consistent standards. 



This post first appeared on PC Games News And Reviews From PCGamesN.com, please read the originial post: here

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“AI is the next step” - Obsidian’s Josh Sawyer talks about the evolution of branching dialogue

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