(I’m not a programmer, but I did some research. Take what I say with a grain of salt.)
The thrive dialog/dicussion system is something that should be discussed in further detail. Starting from awakening, up to space stage, your species will need to use language to effectively communicate with others.
Now, for some context, a dialog system consists of three parts.
The Tracking System
Tracks the actions that the player makes, and choices of the player.
The Reaction System
Based off of the tracking system, which generates a response corresponding to the players actions and choices.
The Triggering System
When a player fulfills a criteria, it provides a response dependent on that criteria.
These are the parts which make up a dialogue system. There are other components, like time constraints, NPC to NPC relations/NPC to player relations, personality, but these are self explanatory.
Now that we have knowledge of what dialogue systems are, we can now dive into some types of dialogue thrive could use.
Turn Based Dialogue
Step based conversations. Easy to understand and follow, but it may lead to very complex and large dialogue trees. Mother 3 is a good example of this.
Dynamic Dialogue
Dialogue which reacts to your choices during action‐‐you control your characters decisions in real time, with a emphasis on reacting quickly. it is more natural, but it can be difficult and confusing to follow. People may miss out on parts of the dialogue as their focus is on other parts of the game. A example is Tomadachi Life Living The Dream.
Branching systems will probably also be in thrive. Its a mechanic alongside dialogue systems which alters the dialog depending on the situation. If you declare war on another alien species, then the dialog gets altered via this system.
Linear
This type is better suited for narrative focused games. You go through a path, and based on which path you take, a different ending can occur. Good example of this is TWD.
Non-linear
Non-linear branching systems allow you to interact with a NPC, which causes a bunch of options to be given at the same time as the starting dialog. Once the dialogue tree is exhausted your sent back into the game. Example of this is Baldurs Gate 3.
This might of been a bit rambly‐‐I’d like to hear which dialogue system you guys think would suit thrive the best. Let me know!