Steamforge Conversation and Information System – Concept Spec - wwestlake/Steamforge GitHub Wiki
Steamforge Conversation and Information System – Concept Spec
Overview
The Steamforge Conversation and Information System is designed to create organic, immersive, and unpredictable player-NPC interactions. It rejects the idea of purely transactional dialogue trees and instead embraces a world where conversations can mislead, amuse, inform, or provoke action in unexpected ways.
NPCs in Steamforge may:
- Tell the truth
- Lie intentionally
- Speak nonsense
- Provide partial information
- Offer quests directly or indirectly
Conversations are not puzzles to solve, but situations to navigate.
1. Conversation Content Types
Type | Purpose | Behavior |
---|---|---|
Nonsense / Flavor | World-building, weirdness, misdirection | Random, lore-colored babble, rumors, jokes |
Partial Truth | Hints, clues, misremembered info | Contains useful bits buried in exaggeration or error |
Direct Information | Useful, correct, actionable info | Usually requires trust, reputation, or correct lead-up |
Active Quest Hook | Leads to a task, event, or story | May be obvious or subtle |
Passive Quest Clue | Part of a breadcrumb trail | Requires player to connect dots |
Intentional Lie | Designed to trick, test, or distract | Results in danger, humor, or wasted effort |
2. NPC Conversation Architecture
Each NPC has:
- A pool of vignettes (lines, responses, or monologues)
- Vignettes are tagged:
- Always True
- Always False
- Contextual (world state dependent)
- Dynamic (mood or condition-based)
Selection of what an NPC says is weighted by:
- Reputation / Relationship with the player
- Player’s previous choices
- Environmental context
- Time of day / Location
- NPC mood / state
- Random chance
3. Conversation Mechanics
Players approach an NPC with a "Topic Driven" system rather than rigid dialogue lines.
Examples of topics:
- "Ask about the Ruins"
- "Ask about the Local Baron"
- "Ask for Work"
- "Ask for Rumors"
NPCs respond from their vignette pool based on:
- Their knowledge
- Their willingness to share
- Their emotional state
- Their personal traits (talkative, evasive, prideful, etc.)
4. Quest Generation from Conversations
A Quest is any task the player undertakes based on conversation.
Types:
- Direct ("Go here and do this")
- Indirect ("I heard a story about...")
- Accidental ("Follow up on a weird rumor")
- Deceptive ("Get tricked by bad info")
Quests may or may not appear in a formal quest log.
5. Information Filtering
Players must:
- Listen carefully
- Determine credibility
- Follow up on leads
- Identify patterns
- Learn which NPCs are trustworthy
Summary
The Conversation and Information System in Steamforge is a dynamic, layered approach to NPC interaction. It makes every conversation potentially valuable, misleading, or both. This system encourages exploration, observation, and deduction — creating a living world where players learn through engagement, not just UI markers.