Quote:Original post by Madster I've collected a lot of ideas while reading this big-arse thread.
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At least the size can't all be blamed on me for a change! [lol]
Quote: In the game counterpart, you see them once every hour or two, for a few seconds. And they don't even leave the house or anything. Forcing more time would make it boring though. |
This is why I don't think it works to even imbed it in the gameplay, such as "you have to visit people to maintain a good reputation with them." Funny enough, though, that IS how it works IRL up to a certain point, with people investing time in each other proportional to contact. (A solid bond gets formed after that for SOME relationships, but look at business as an example otherwise.)
Quote: So the deal here is that one only grows attached to characters that one interacts with very often. |
I've been thinking about the wife being an NPC ally for this to work. Wherever they stay, they can perform some useful and needed function that you care about in terms of gameplay; this is cemented with expressions of personality / behavior and choices that come as a result of your interactions.
If we stab the 1950s "stay at home spouse" idea in the heart, we make room for NPCs who actually get out and help the player. Maybe your virtual spouse drives the getaway car, or is your scout, or acts to hold down the fort in a necessary way while you're gone.
Quote: In Wing Commander you could also see the rest of your wingmen mourning. Thats why it works so well. You spent time with them, they had personality, and when one passed away, everyone was mourning.
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Very important! Yes, the game has to reinforce and recognize what's going on. This is akin to the "APPLAUSE" sign for the live audience of TV shows. It helps set expectations of appropriateness.
Quote: In the example of the wife and kid, i could imagine meeting a new potential love, or something like that. Or the revenge quest, whatever.
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I'm thinking the Verhoven version of Starship Troopers (the movie), where Rico loses his high school sweetheart to his rival and gains Diz as a result; then loses her to battle, and gains maturity and inner strength as a result.
Look at what that models out to be: Isn't it funny that games model our physical realities pretty well, but rarely touch on mental / moral development? What does psychological or moral leveling look like? (I've got a good excuse to use it concept-wise because it affects how the AI in your body develops, but other games could model this with magic, a diety or some other force).
Quote: The thing is giving something interesting that can only be obtained by accepting the loss. |
Agreed. Personaly, I really want to focus on the area of character development in you and NPCs because I think it's a prerequisite for dynamic stories.
Quote: Too much complexity gets lost on the player. Either take it out, or make it easier to follow. |
Good point. I'd rather not be taken out of the game, though, and shown a cutscene. Rather, I'd like the NPCs to comment. ("First you killed my father, then you destroyed his name, then you wiped out my family. Now you're going to pay." == a catalogue of real, in game events YOU did.)
Quote: about episodic gaming, if you played one guy in the first episode, and in the second episode you play someone else, and the storyline involves the other guy getting killed.... would you care?
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Only if the story unified it for me, especially if I'd gotten attached. If I'm told that I'm an undying soul of my people, for instance, and have found a new avatar, or whatever.
Quote: Oh and photorealistic facial modeling would help =P~ |
Bah! As if it weren't already hard enough to build a game! [rolleyes] We can add that 1,000,000+ lines of voice acting, too!