Comparison with previous games

Until Bot Colony, dialogue in videogames took the form of dialogue trees, essentially canned choices from a list (for example, Mass Effect, Hotel Dusk, The Last Express and older text adventure games), voice commands (EndWar, Sega Seaman), or an attempt to key on a word or extract a sentiment from the input (Façade, Starship Titanic). In Bot Colony, the player speaks freely, asking questions, seeking clarification, or requesting the characters to carry out actions, and the game attempts to respond intelligently. In this respect, the North Side language understanding technology is superior to chatbots, which are limited to serving ready-made answers incorporating words or clauses previously uttered (or typed) by the user/previous users; this makes a chatbot seem responsive for a small number of dialog steps (Jabberwacky, Allen, Alice). Façade relies on word polarity and a shallow processing of language, rather than deep semantic processing as in Bot Colony.