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When they're puzzles, ie. there is more than one possible outcome. The point is TT's dialogs never have any stakes; you just keep clicking until you hear everything.
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Nah, even in Sierra games, when they were conversation 'puzzles' they weren't always part of more than one outcome, there was usually only one path. In Quest for Glory and Gabriel Knight for example. The 'puzzle' was simply to find a certain specific bit of information, that would give you a point. Learning that information then would allow you to ask about it from someone else, which is required to learn something important so you can move on in the game (I.E. you might not be able to pick up a certain item or evidence until you learn about it first from a conversation). Without the 'information' you can't go further. It's fairly linear. There were no 'multiple choice' questions/answers in general.
Actually, KQ6 has a diaologue puzzles, but its rather linear, no choice version of a dialogue puzzle. That is to say you need to talk to someone, and learn a certain detail before you can push the game forward. I.E. the magic map dialogue puzzle (learn about Ali being friends with the Ferryman, and then learning about the Magic Map from the Ferryman, which then gives you the option to get the magic map from the Pawn Dealer and trade for it in the pawn shop). There are no choices in dialogue but its clearly a puzzle that has to be solved to get the map, and its pretty linear solution.
Actually most of the telltale 'conversation puzzles' work this way... Learn information from dialogue, that then leads you to someone else, or an item. Very simplified dialogue puzzles. The only difference is that they give the player different comments to go about getting that information. From nice to more snarky choices. But all lead to the same outcome, just like in the old Sierra dialogue puzzles.
Another example of a fetch quest/treasure hunt puzzles mixed with simple dialogue puzzle is the simple puzzles in Roberta William's Mixed-Up Mother Goose adventure game. Which basically involved talking to someone to learn what item you need to pick up, and then pickign up that item, and then bringing it back to the character who wanted it! It's probably one of the most simplified adventure games ever...
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Hey, that gives me a great idea for a fan game! Valanice (assuming she survives her suicide attempts in TSL) plots to murder Graham for what he did to Rosella, paralleling the Clytemnestra-Agamemnon-Iphigenia myths. LOL
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Eh, TSL isn't even the official continuation of KQ (and its not part of Telltale's continuation either), and even contradicts some details from the games or official spinoff material... You could take your fanfic anyway you want to...