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Wireframe example for Dialogue Choice Tree
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Dialogue Choice Tree

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Design the in-conversation dialogue screen for an NPC exchange in a game. The player sees the current speaker’s line, then a set of response choices that steer the conversation forward.

This is not a chat app: the layout should feel like part of the game world, with portrait, name, mood, and dialogue pacing that fits the game’s art style and camera framing.

The choice tree needs to make branching intent clear. Players should be able to compare responses quickly, understand tone at a glance, and see which option is the safest, boldest, or most curious without reading every line twice.

Include enough structure to support longer conversations: prior lines, current turn, disabled or unavailable choices, and a way to reveal consequences or prerequisites without breaking immersion.

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Use visual hierarchy to separate spoken lines from player responses: keep NPC text calm and centered, then make choice cards carry tone markers, cost/lock indicators, and any consequence tags.

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