GRAPHICAL INTERFACE FOR INTERACTIVE DIALOG

Abstract
A system and method for creating conversation in a computer program such as a videogame. A plurality of classes of dialog is provided and a conversation segment is assigned to each class. A graphical interface is displayed during operation of the program that provides a choice indicator, wherein the choice indicator has a plurality of selectable slots, each associated with a dialog class. The graphical interface is consistent as to the position of dialog classes throughout at least a segment of the program.
Description

DESCRIPTION OF THE DRAWINGS

The invention is best understood from the following detailed description when read with the accompanying drawings



FIG. 1 shows a graphical interface for display on-screen during operation of a program, according to an illustrative embodiment of the invention.



FIG. 2 shows an alternative geometry of a graphical interface suitable for use with a videogame, or the like, according to an illustrative embodiment of the invention.



FIG. 3 is an illustration of the graphical interface shown in FIG. 2 displayed on a scene during a videogame according to an illustrative embodiment of the invention.



FIG. 4 illustrates a graphical interface as shown in FIG. 2, in which an example is displayed of a set of options for responses during a step in a simulated conversation in the videogame.



FIG. 5 is a scene from a prior art videogame titled “The Pandora Directive” showing text of a conversation and options for attitude.



FIG. 6 is a scene from another prior art videogame titled “Jade Empire” showing text for selection of contributions to a conversation.



FIG. 7 is a scene from yet another prior art videogame titled “The Indigo Prophecy” showing options for selecting among types of conversational dialog.



FIG. 8 is an interactive computer game system according to an illustrative embodiment of the system.



FIG. 9 is a schematic of an interactive computer system according to an illustrative embodiment of the invention.



FIG. 10 is a flow chart showing a method of creating conversation in a computer program according to an illustrative embodiment of the invention.


Claims
  • 1. A graphical interface displayed during operation of a program, enabling a program user to participate in a simulated conversation with the program, the graphical interface comprising: a choice indicator;the choice indicator having a plurality of selectable slots, each of the slots providing a class of dialog choice when selected;wherein the graphical interface is consistent as to the position of dialog classes throughout at least a segment of the program.
  • 2. The graphical interface of claim 1 comprising a radial choice indicator.
  • 3. The graphical interface of claim 1 comprising a rectangular choice indicator.
  • 4. The graphical interface of claim 1 wherein the selectable slots are arranged in a band.
  • 5. The graphical interface of claim 1 having six selectable slots.
  • 6. The graphical interface of claim 1 wherein the selectable slots are visually identified before selection by highlighting.
  • 7. The graphical interface of claim 1 wherein the selectable slots are visually identified before selection by a movable indicator.
  • 8. The graphical interface of claim 1 wherein the program is a videogame.
  • 9. The graphical interface of claim 1 wherein each slot provides an option for input into a simulated conversation with characters within the videogame; and the input into the simulated conversation is selected from a group of remarks.
  • 10. The graphical interface of claim 1 wherein each slot provides an option for input into a simulated conversation with characters within the videogame; and the input into the simulated conversation is selected from a combination of a group of actions and remarks.
  • 11. The graphical interface of claim 1 wherein the consistency of the graphical interface as to the position of dialog classes correlates to a specific character.
  • 12. The graphical interface of claim 1 wherein selection of a selectable slot activates a voice-over vocalization of the selected remark into the simulated conversation.
  • 13. The graphical interface of claim 1 wherein paraphrases are assigned to one or more of the selectable slot.
  • 14. The graphical interface of claim 1 wherein colours are assigned to one or more of the selectable slot.
  • 15. The graphical interface of claim 1 wherein visually identifying a selectable slot before it is selected initiates animated movements of a character.
  • 16. The graphical interface of claim 1 wherein selection of a selectable slot for a first character while a second character is speaking causes the first character's remarks to be cut off.
  • 17. The graphical interface of claim 1 wherein full text appears when a slot is identified.
  • 18. The graphical interface of claim 1 further comprising one or more additional selectable slots, each of the additional slots providing a class of action choice when selected.
  • 19. The graphical interface of claim 18 wherein the action choices are differentiated from the dialog choices in appearance.
  • 20. The graphical interface of claim 1 wherein one or more selectable slots provide a character choice.
  • 21. The graphical interface of claim 1 wherein the configuration of the graphical interface correlates with the configuration of a control device used for the selection of slots.
  • 22. A method of creating conversation in a computer program comprising: providing a plurality of classes of dialog;assigning a conversation segment to each class;providing a graphical interface displayed during operation of a program;providing a choice indicator on the graphical interface, wherein the choice indicator has a plurality of selectable slots, each associated with a dialog class, each of the slots providing a dialog choice when selected, wherein the graphical interface is consistent as to the position of dialog classes throughout at least a segment of the program.
  • 23. The method of claim 22 wherein the choice indicator is radial.
  • 24. The method of claim 22 wherein the choice indicator is rectangular.
  • 25. The method of claim 22 wherein the selectable slots are arranged in a band.
  • 26. The method of claim 22 wherein there are six selectable slots.
  • 27. The method of claim 22 wherein the selectable slots are visually identified before selection by highlighting.
  • 28. The method of claim 22 wherein the selectable slots are visually identified before selection by a movable indicator.
  • 29. The method of claim 22 wherein the program is a videogame.
  • 30. The method of claim 22 wherein each slot provides an option for input into a simulated conversation with characters within the videogame; and the input into the simulated conversation is selected from a group of remarks.
  • 31. The method of claim 22 wherein each slot provides an option for input into a simulated conversation with characters within the videogame; and the input into the simulated conversation is selected from a combination of a group of actions and remarks.
  • 32. The method of claim 22 comprising consistently correlating the position of dialog classes to a specific character.
  • 33. The method of claim 22 wherein selection of a selectable slot activates a voice-over vocalization of the selected remark into the simulated conversation.
  • 34. The method of claim 22 wherein paraphrases are assigned to one or more of the selectable slot.
  • 35. The method of claim 22 wherein colours are assigned to one or more of the selectable slot.
  • 36. The method of claim 22 wherein visually identifying a selectable slot before it is selected initiates animated movements of a character.
  • 37. The method of claim 22 wherein selection of a selectable slot for a first character while a second character is speaking causes the first character's remarks to be cut off.
  • 38. The method of claim 22 further comprising: providing full text when a slot is identified.
  • 39. The method of claim 22 further comprising; providing one or more classes of actions; assigning an action description to each class;wherein selectable slots are associated with the action classes and the graphical interface is consistent as to the position of the action classes throughout at least a segment of the program.
  • 40. The method of claim 39 further comprising differentiating the action choices from the dialog choices by their appearance.
  • 41. The method of claim 22 further comprising providing one or more selectable slots having a character choice.
  • 42. The graphical interface of claim 1 wherein the configuration of the graphical interface correlates with the configuration of a control device used for the selection of slots.
  • 43. A computer readable medium programmed to carry out the method of claim 22.
  • 44. A computer system configured to carry out the method of claim 22.
  • 45. A computer system comprising: a central processing unit to carry out operations of a software program, the software program capable of carrying out the method of claim 22;one or more memory devices to allow storage and retrieval of the software data;a control interface functionally connected to the CPU to provide user inputs to the software;an audio interface in communication with the software to provide audio output;a video interface in communication with the software to provide visual output;a display device to display the visual images from the software program and the graphical interface; andaudio projection device to project audio from the software program.
Provisional Applications (1)
Number Date Country
60784429 Mar 2006 US