by Adam Lake

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Chapter 3.10. Scalable Dialog Authoring

Baylor Wetzel, Shikigami Games

It has been a goal of many a game to create a large city filled with people you can talk to. Not an inn or castle or a small town, but a city. A big city filled with hundreds (or thousands, or more!) of agents, each of which acts like an individual. But there’s a reason we fill shopping malls with zombies and countrysides with monsters but not cities with people—creating hundreds of people, each with their own personality, takes a lot of time…a cost-prohibitively long time. There won’t be games with large spaces truly filled with intelligent, conversational non-player characters (NPCs) until we find a way to create these agents more efficiently. Although ...

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