Dialogue tree
Also said as Conversation tree, Dialogue wheel, Branching dialogue
A conversation laid out as lines and replies: you pick what to say, the character answers, and new options open or close depending on what has been said.
It gives a conversation shape and a way to hide information behind questions. Done badly it becomes a menu you click through until the options run out.
Say it
“Keep this dialogue tree to three questions. Asking about the river opens a follow-up, and "Who drowned?" only appears after that. Leave one option open that can end the talk at any time.”
Where you’ve seen it
Firewatch runs on one: you answer Delilah over a walkie-talkie while you walk, against a timer, and you can let it run out and say nothing. Disco Elysium's white checks can be retried later, and its red checks cannot.
Not to be confused with barks
In a dialogue tree you stop and choose what is said. A bark fires by itself while you carry on playing.