Tr0n,
Could you elaborate on the
learning aspect of a keyword-driven conversation implementation?
Now I know keywords can limit PC characterization, while menus can elaborate on it. IE:
Keyword = ask harry about sally
Menu = 1. "Sally's a bi*ch. What do you think?" 2. "Oh man, that Sally. She's great. Any thoughts?"
The keywords are easier for scripting purposes. The menus are better for allowing the player some control over the PC's personality.
Scrolling through some old posts, I found an interesting take on keywords by a fella' named "I think Im Dead" (apply index and middle finger to jugular, wait for pulse).
http://www.axeuk.com/phpBB2/viewtopic.php?t=109