As everyone knows Crysis has a feature rich Dialogue System including support for all kinds of facial expressions and lipsync. The trouble starts though as soon as you try to make dialogues nonlinear: the integrated system only allows Dialogues which run straight from top to bottom.
Since interactive dialogues will play an important role in open Outcast we had to find a better solution. Together with our Game Designers we set up following feature list for our own implementation:
Dialogue flow is nonlinear (influenced by chosen options and logic / Lua scripts)
Dialogues are defined in XML files
Translation support
Different camera modes that are configured over a config file
Triggering actions that can be defined using the Flow Graph System of Crysis
Starting sequences and optionally resuming the Dialogue again after they finished
Support for Lipsync and facial expressions
Providing simple Flow Nodes so Leveldesigners can integrate Dialogues easily
Skipping lines of the dialogue
Now all of these features have been implemented, but see for yourself. Read more Here