I think I can see your point, Ketchaval, but I'm not sure we're getting to the heart of it.
Just saying A saved B's life as backstory could be enough for true role players. These could be generated or chosen by players, it doesn't matter. It will work among humans because humans will (mostly) adhere to the loose rules. Look at MUDs.
But what about the silicon? I think you can't get anywhere examining this process unless you look at the why / how things work. We can spin a bunch of interesting situations, but if we don't get down to the bones of it, they're just interesting situations.
Why did the chieftan give away his daughter? Why did Tifa accept your character's advances?
The reason I'm focusing on this so much isn't to be a butthead, but because I think that it's easy to get lost in creating cool, dramatic pieces of story that don't tie to anything. If my AI buddy dies in a game, I'm going to have a very difficult time feeling anything for him because of this observer / fictional participant difference.
As an observer, I'm free to experience a wide range of deep emotions because it isn't happening to me.
But as a fictional participant, you're somehow trying to convince me that it is happening, that I'm supposed to be feeling things for fictional people, yet they have no grounding or substance in the game world.
quote:
Original post by Ketchaval
------------->Narrative, Scenario and Character Context. Which gives weight to the characters beyond their use as tokens. (with some suspension of player disbelief). Ie. Getting involved with the characters is what is IMPORTANT. ** NOT ** their resource value. ie. if Nazrix the leopard hunter is wounded, then Ket will not have a back-up fighter in fights.
That Nazrix is a back-up fighter in fights is a resource. Resources aren't only one dimensional, materialistic things like gems and gold.
Resources are: the love of good friends; loyalty; hatred; jealousy; faith; allies; willpower; respect; status; pleasure and pain... the list goes on and on.
These are all values that are semi-quantifiable. Do you respect me? How much? Are we allies? How close? Am I suffering right now? To what degree?
What are the things that operate on these resources? Take friendship. Betrayal is a negator of that resource. It has a magnitude. The amount of the betrayal vs. the depth of the alliance will determine if the betrayal or alliance stands.
This to my mind is the only way to get any of this to matter to the silicon. Humans playing with other humans will just agree to act and be affected, but to act upon and affect the silicon in the context of a game, you need resources.
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Just waiting for the mothership...
Edited by - Wavinator on October 18, 2000 4:02:52 PM