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Personality Test

Started by October 26, 2004 05:35 AM
2 comments, last by joanusdmentia 20 years, 3 months ago
Well, I'm going to be implementing NPC personalities in my game. I've decided to use TypeLogic as the basis of my NPC's personalities: TypeLogic I'm scored as ENTP: ENTP Anyway, since I've decided to use a system like this, do you think it would be a good idea to subject the player to the system based on his/her own personality? I could allow the player to select their personality or allow them to take a personality test to calculate their personality type. The basis of this system is really to judge how the player gets along with other NPCs and what kind of decisions the NPCs are inclined to make.
I suggest you to look at Jagged Aliiance 2 and JA2 character generation test.
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If you have the reccourses, and ability, to have the p[layer take the test in game, but not KNOW they're taking the test, It would be best. For example, have alot of optional puzzles with some basic rewards. If the player always tries to complete these puzzles, then you can have a better guess at one of his personality types. Or maybe you could have an NPC really upset about losing something. The player knows there is no reward other than the NPC's joy, and can either find the missing object, and that would give you a clue to their personality.

Sort of put the player in the situations expressed by the 70 questions. the more of those questiosn that go answered, the more of an idea you have of the player's type.
Im losing the popularity contest. $rating --;
Having the player take the test explicitly might actually work quite well. The first scenario that popped into my head was at the start of the game your arriving at your destination (think Half-Life's intro). During which while waiting to get there you could be asked to take a computerised test on a touch-screen. You'd have to be careful how you worded it so it didn't feel *too* much like a real test, but I think it could work.
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