Quote:Original post by Trapper Zoid I'm not entirely sure exactly what type of random events you want in your game, Wavinator. This might be because I haven't yet got a good picture in my mind of what your game is like to play, since every week there's another facet of the design that changes my perception.
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Sorry about that, some of this is (dang it)
still organic goo at this stage. As I propose some things, I discard others because they no longer fit or aren't as important as I thought.
Quote: This might be hard to explain, but in your mind does playing the game have more of a simulation feel (i.e. the player is subject to the whims of an uncaring universe), or does it have a more story-like feel (i.e. the player is the "chosen one", for good or for ill, and the universe singles the player out for special treatment). This can shape the types of random events you throw at the player, as the set of logic you use is different.
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Even harder to explain, I see a degree of both.[grin] That is, what I see specifically is a psuedo-simulated game universe which has events that sometimes have nothing to do with the player (e.g., "pirates raid a city!") but which the player can capitalize on, reduce or increase; and as backdrop to this, a grand story involving manipulative gods and the player as a century-spanning soul. Ignore the story and your avatar gets more of the uncaring universe with stats and relationships to manipulate. Latch onto the story, and the player develops both transcendental powers and transcendental enemies. (This last might be overkill if I find a more simple way of getting players to accept being different people in different future eras)
Quote: To make random events work, I think the most important thing is to base them on some kind of logic. As you've written, your current state in the game world must be used as the basis of which events occur. Things like faction standing or current equipment are good starting points; it should be more likely for a pirate attack if you are in dangerous territory flying a weak merchant vessel rather than if you were in a safe zone in a military cruiser.
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Exactly as I see it, with less of this being a factor the more you're doing something for the story. So you might have a pirate infested nebula suddenly quiet because you're doing story work, but when you come back, it's swarming.
Quote: The next thing which would make them great is if you can chain them; the result of one random event making another type more likely.
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I've been working on a finite state machine concept off and on for a few months that might help here, but it's a huge pain to both map and try to creatively come up with event families. But maybe even just a small accomplishment here has a lot of punch. Players like to know that things they do count in larger ways.
Quote: The final step is to somehow make all these random events chain together in such a way that they can entirely shape the path of your game story. |
Based on past posts, I think I might cede this one to you. [grin] This one is a nightmare simply because there are strings of interesting events, then (totally apart) there are good, soul-satisfying turns of events that are highly dependent on what came before and one's knowledge of psychology and the human heart.
Quote:Is there a more specific aspect of the design of the random events you want solved? |
At the moment I'm just trying to address what I think are hardened attitudes. Are they really hardened, or is there something fundamental that I'm completely missing.
For some reason, I think that a game world filled with random events would be very fun, provided the factors I listed in the OP were present. So I'm mystified when everybody doesn't automatically agree. [smile]