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Original post by Nazrix
well hopefully if you make a simulation type of environment, the context comes right from the simulation
For instance, say you create a coorilation between rising crime (thievery and kidnapping for randsom)and a town's poverty. This is just an example off the top of my head but I'm just saying the "context" could come naturally from the simulation.
Hopefully with all the combining agents in the simulation the contexts will be different enough?
If the player and other NPCs can effect with these correlations it would have more impact. The player can see why this or that is happening.
Just because you can see a relationship between cause and effect doesn't mean that its meaningful in the context of a story. Think of which stories you've found meaningless and which stories you've found meaningful. What was the difference?
Speaking in terms of a simulation, I'd submit that all the right elements (heroes, villians, challenges) were in exactly the right place at the right time. Significant and powerful links would have existed between characters that perfectly related to their personality, motivation, situation and goals. Only those events which added meaning happened, and happened only in such a way as to conform with what you think is a good story.
Simulations are chock full of mundane non-events which stories leave on the cutting room floor. If somebody steals something in a story, it's for some larger purpose and if they succeed or fail, that's also for some larger, meaningful purpose. In a good story there's a sense of plans within plans within plans, and if its done right, you never get a sense of "oh, well, such and such just happened."
A case in point: In Morrowind, a key character gets captured by werewolves. No body is found. Soon you learn of the capture of other key characters. It turns out that the motive behind the captures is actually dark and sinister, and that all of the characters have something significant in common.
You wouldn't get this with "thief kidnaps princess" unless you put a huge amount of effort into a highly layered simulation that could somehow interrupt itself and shorten the mundane parts so that you only got the good stuff.
A scheme using needs triggers and events I think might work for endless sidequests, though. Using Morrowind again, there are a number of empty filler "go kill foobar" missions that allow you to get money and level up. In them you get the sense that you're just engaged in day-in-the-life average tasks that are average to the world. But becoming the Nerevarine (messiah), or uniting the Great Houses or challenging the corruption of the gods... that I think takes a bit more than simulation.
EDIT: Just thought of something else. In Morrowind, one of the main guild quests leads you to think that your superiors are cool people. Then you uncover collusion and corruption, and in the end, have to decide whether or not you'll let yourself be co-opted or if you'll turn on those who have helped you so much.
Now assuming free-roaming AI that can make its own alliances, in a simulation these characters could have made their alliance at any time. You could have gotten through a huge number of the guild missions with there being nothing wrong because the alliances were not yet made. Or you could have arrived after it was too late for anything at all to be done.
I would be happy to play a game like this, especially if the game designer told me up front, "Look, I'm not guaranteeing your safety or success, and I'm not guaranteeing that you'll be able to save the day." But I suspect most hardcore RPG players would cry foul, thow the game out the window, and get back to playing scripted-sequence games. Because you couldn't always save the day, some of the missions may end up decidedly noir, and if you had a bad run of luck, the whole GAME could end up noir, with characters you've developed emotional ties to dying again and again and you powerless to stop it.
Such a system would need serious clamping.