Quote:Original post by Wavinator That sound you hear is the thin ice cracking under this idea...
I've become slightly obsessed with the idea of life stages that map to sweeping changes in a fantastical universe. The gist is that you'd freely wander the world and be able to discover "chapter triggers" that you could optionally activate. These chapter triggers would initiate dramatic plot shifts between NPCs, shifts in alliances and governments, and changes in your own character's hidden story. |
I just described in this thread
link the way to get to a decision of a character as a function of their biographical makeup as an interrelationship to the storyworld as a whole, and this may be expandable to several levels of arcana were the significance, either behaviorally in scene, in action (as character affecting the world) or character arc developmentally (interactive experience changes character perspectives/alliances/alignment) that are the play choices that flip the trigger, so to speak.
The significance of the behavior or the arc would needs some sort of scale. This scale would be designed in parallel to the degree markings chosen on the arc describing where the character was when the story was opened, and where they end up at the end of the story problem solution. So, an example of this would be, in Doom II, you start with handgun, kill a few low level (conflict description entities) guards and get a shotgun. With shotgun you now can kill flameball spitting brown dudes. These are, because the Doom II character is so emotionally one dimensional [be pissed at aliens for taking over earth through dimensional wormhold, kill them all and save the earth] points plotted along the character development arc.
You would have to enmesh the character arc and the conflict resolution arc with the internal development arc of the character being the lowest arc description and the overall game world arc final conflict resolution as the highest arc. Relevant arcs such as:
- If I help one person (character change) = all his family ally with character goals. Each family member would have it's own attributes as an NPC for assisting the avatar/character.
- if I help this family (character change) = all his surrounding neighbors ally with character. This sends ripples through the village, but a condition is set it does not travel to other villages as good news, with a rule condition that you shot (character changes alignment) the neighborhood, and bad news travels fast as far, it would, but how far is determinism. So If one family member shot, family attacks/hides and plots against you. If family killed, neighborhood (as an array of entities with wide ranging characteristics of behavior, some of whom will take immediate hostile action, some of whom will take longer term, sinister style oppositional actions; this is a societal setting , so you can 'entitize' your way to ensemble/demographics heaven), If neighborhood killed, village aligns against you. If village helped or killed, region responds accordingly. This can be done up to a planetary scale, planetary system size, stellar radius scale, star cluster or grouping scale, sector, quadrant and so on to the limit of the scale you have described for the game universe itself. Describe arcs outward based on degree of good or evil character does (how henious or benevolent the player behaves generally; this can fluctuate), and set values for influence radius into community, and scale of behavior good or evil (how henious or benevolent this particular action taken by the player), setting values for how far this influence travels into it's relevant radius of influence according to preset normatives (the behavioral kind). This gives you all kinds of wicked fun choices and plot permutations, like, I killed this entire village, but this is a planet where violence is a act to be culturally appreciated, so I can have a lot of negatively aligned allies to put on my ship and take over here to planet in star location X,Y,Z, and let the melee begin, while I run around healing people because I need the political esteem as a saving hero here to influence the king when all my hidden melleers are dead in order to gain the object to move to the next sphere of intrigue with the proper tool of influence to work with.
Quote: What this would look like is a normal game with a meta-game on top of it. You'd play freeform or do missions until you choose to access a character, place or a thing. Then the game would shift to the next chapter, jumping ahead months, years or even decades. |
It would seem to me to appear as a normal as game (in terms of what we see onscreen is what we are actualizing), but the triggers of our particular behavior can lead to some immediate repercussions (either positive or negative, based on choice player makes and response array available to all given entities types within influence radius as a function of degree of action taken) or some longer term ones, where player goes to other side of galaxy and gets the, "We heard about what you did on Cygnus 37, asshole. No pie for you. Get off our planet or face the Wavitaur!"
Quote: You'd know about epic changes on the horizon through news and characters. In the normal game, you'd want to prepare yourself for these coming storms by gathering the resources you'd need to survive them. But the outcome would not be deterministic and predictable due to the swirl of characters and nations acting against one another. |
I suppose you could have traditional expositional devices like the radio playing or the entity conversing, but you could also have some sort of player awareness such as, "Well, these people are Adventurons, so, they will melee at the drop of a hat, and will drink all night and forget everything that they did, so I can count on them to not spread negative influence on me at all." These awarenesses could be created in biographical or setting oriented descriptive expositional tools of an array of design choices.
Quote:
Optional chapter triggers would be things like:
- Choosing to go on a long trip (an interstellar voyage, sailing around the world, etc.)
- Choosing to settle in a town
- Going into hibernation
- Performing a meta routine (see below)
Meta-Routines These are like a macro action, something you'd do over and over again but for which there's not a lot of interesting gameplay. Examples:
- Searching for something or someone
- Training
- Hiding from someone or something
- Choosing to build something that takes a long time
- Scientific research
- Doing a mundane job
- Waiting for an event
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This is a good description of what I was talking about above, but broken down to a level of character building (instrinsic), intelligence gathering (extrinsic but individually performed not as an active in game process, though technically, you are still in the game, but you are edugaming at this point), and what I will term as art imitating life meta-routines in which we all (hey now) wait an awful long time for some things to manifest, and can't really do anything about it.
Quote: The results of meta-routines are more fun than the actual process. So why not "skip to the good part?" If you chose a meta-routine you'd get a kind of fast-forward feature. During the routine, vignettes would pop up giving you some idea of what's happening in the world and allowing you to make macro-level choices to affect them. Your stats would also change as time went by, and you'd see the map change in phases from different camera angles. You could also drop back into the world to interact with these changes (expanded towns, NPCs with children, raised or fallen empires). |
And, it would be a game more like life. Where good things often take time, and we don't have all the power or control we would want. Novel approach, huh?
Quote: Meta-routines would have a prerequisite to start (you need a place to train and a Will of a certain number, for instances). You could also only do them as long as certain vital resources (like money) lasted. |
Ok, we're both working along very similar lines now.
Quote: I know people have thought about doing stuff like this, but what do you think of the possible implementation? Would you choose a meta-routine? Why or why not?
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It's like I was talking to you over coffee once about. Low res (from the interpretational, engagement and 'white noise intelligence')interaction, for when your poor neurons are tired from fragging. This has life long games written all over it.
Quote: Would you be interested in seeing the game world change in a dramatic fashion?
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In content descriptions of this scale, it's inevitable, so the question imo really becomes, is it a drip percolation of dramatic change or a volcano? As in screenwriting, audiences need rest points between highly emotional or viscerally percepted events, gameplay action contained within that percepted interaction processing.
I'd toy with the array of scenarios, to see what the mind of the user could handle all at once (playtesters responses), handle over the long haul (and I suggest the scale of your gameworld, the depth of the content and sophistication/simplicty of the onscreen interactive here and now all point to how long it will generally take to play your game, necessary for determining play value hence unit or subscription price) and then the best scenarios will surface.
Quote: Does the meta-gameplay sound more like waiting, or like it would actually compliment the normal gameplay? |
In a way, it reminds me of the commercial areas of EQ. It was about prepping for the game as much as going out with your new tools to play it, and people not only had a good time there, they prospered and paused and relaxed and refreshed all at once. You suggestion is different in the respect that this meta activity is not necessary so distinctly separate from the game loop, but is an activity undertaken in the gameworld while other events are unfolding as a result of triggers being tripped (as opposed to EQ, where other players and troupes were able to effect community based gameplay/victory condition factors outside of the programming) that send ripples through the intelligence decisions of the game as if it were a decision making entity itself, whether comprised of spheres of radius of decision influence choice derivatives or top level decisions (the player is a major force in the game now) and aren't you approaching the god game genre at that point?
Food for thought,
Adventuredesign
Quote: Thanks for any thoughts you might have... |