Dialogue-driven adventure template
One conversation, three replies, and a next room that depends on which mouth you used. Disco Elysium (ZA/UM, 2019) makes a reply a check you can fail on purpose. Night in the Woods (Infinite Fall, 2017) makes it a friendship you notice a day later. Changing an adjective is not a change of room. Story to game is the reply. The AI adventure game maker is the place you walk into afterwards.
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What makes a dialogue-driven adventure
Dialogue-driven adventure: conversations are the main way you play and change the story.
The games that set the standard are Disco Elysium (ZA/UM, 2019), Night in the Woods (Infinite Fall, 2017) and Oxenfree (Night School Studio, 2016).
What the template starts with
The dialogue-driven adventure template starts with one conversation with three replies that change what happens next. That is the smallest version of the loop that defines the genre: talk, choose what to say, learn, move on.
What to change first
Cover the reply text and read only the next rooms. If you cannot tell which reply caused which room, the branches rejoined too fast.
2D or 3D
The dialogue-driven adventure template starts in 2D.
Related templates
Start from this template in the Flockbay app
Describe your version in one sentence. The AI writes a brief from the template, and nothing is built until you approve it. Free for Windows and Mac.
