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Original post by Wai
I think the logic for this particular example is totally reversed. If you are the Emperor's Wife, assassins would offer you more to kill the Emperor. You are so close to the Emperor that if you flip side, you will succeed.
I wouldn't say it's totally reversed, but I would agree that creative offerings like you show an example of are something that adaptive systems could offer using log memory and recognition.
Both are accurate, but of different parts of the same concepts.
One is reacting and appealing to the professional trend of the character, while the other is reacting and appealing to the social trend character.
By social, I mean personal or ethical.
By professional, I mean impersonal and just a "job".
I like your example better for displaying adaptive systems though as it more accurately shows how the system can take something that is not necessarily quest related and turn it into a quest, and in so doing cause a character development.
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In the current dynamics, if you have never used a bow, and you start using it, your ranged accuracy starts low because you had never leveled it up. The value of using bow is already automatically low because it takes your character longer to kill something due to the low accuracy. You don't need an adaptive system on top of it to make it less valuable in the begining. The effect is already there. It is of lower value because your character simply cannot use it right. What is the role of adaptive system here?
Well...not really.
In most systems today, you simply cannot pick up and use things outside of your profession or class.
In the ones that you can, it remains useless until you seek out the skill training (through some spending option) to spend X on and slowly build points up in that way.
But largely at the moment, class structure is the ruling format and not alterable skill systems.
However, it was showing a very small piece of the adaptable system...probably one of the smallest forms actually.
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Isn't it more elegant to implement it using the existing action and competence pair?
I wouldn't say it takes these concept away, as just has the option of utilizing these already existing concepts and furthering them in ways by adding dynamics to them.
When you scale down to these minor levels, it's difficult to find where the current skill options systems vary from adaptable systems.
I think it is more obvious when it is involving concepts where the system is responding more to the character than direct items or statistics.
That said, it really depends on what the bow represents to an adaptable system.
If, for instance, a game considers bow users to be quiet and sleek users and you currently use an axe, then consistently using a Bow will offer more options to you to spend or train (depending on how the system works) on more quiet and sleek skill sets.
So picking up that bow and getting better at it isn't just about the bow...it's about what that bow represents to the system.
If the system only sees the bow as a bow, then it would be no more different than, as you point out, some systems in place today.
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If I want immersion, I would simulate the internal thoughts as the player attempt to choose the option [Lie]:
The first time the player clicks on it, the character would respond: "Lie! I will not do that!" And nothing would happen. If the character click on it again, the character would have a respond that considers it more, and on the third attempt the character would lie. Depending on the intelligence and emotional control of the character (stats) and the listener of the lie, the lie may either succeed or fail. In both cases, the character would earn some intelligence point and some emotional control point, and the lying affinity of the character would increase. This means that the next time the player chooses to lie, the character would not respond as skeptically.
This mechanism is no diffient from that determines the miss or hit of an arrow. The difference is that the game needs contextual responds so that the player won't get bored reading the same text over and over. So it is easier to get implemented on actions that aren't verbal. But what is the role of adaptive system here? Or is this the kind of adaptation you were talking about?
Now you are hitting on the idea of why I said, "Generation: Character" and spent most of the time talking about how it will recognize the character choices of the player's character and not just it's statistics.
Now further this just a bit more in imagination (of which you have a very good one):
You may be on a quest and in a village to do whatever you need to do there (pick up supplies, rest, drop off x thing, pick up x thing, etc...) and some(artificial)one in the village that you talk to may end up "reading" your log and because of their ai character design react to your log (rumor, the word, overheard, etc...) and instead of just telling you information or selling you something, they may suddenly offer to help you pitching that you could use a good Y type of character for the quest you are on and don't seem to have one.
It recognizes you, what you are doing, what you do not have that may help in doing it, and then offers to interact along with you in your playing.
When you ask questions, the answers will be more regarded towards your log, and as such, fully developed, would cause more seemingly real character responses and interactions with the system.
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I like your ideas though, you show some great methods of how adaptive systems can work.