Quote:Original post by TechnoGoth To play through the game complete a specific goal, see a nice epilogue of the events, and then be able to play the game using a new character in the existing world would be a very memorable gaming experience.
Even if it’s a couple of short paragraph a la Conan like:
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I read through your first paragraph and laughed, thinking "okay, cool example." But it wasn't until you went on that I realized how important it would be to not only chronicle what happened but to provide some sense of direction and movement. It's not just a chronological listing of events, either. If you could create an epitaph like this it would need to show that events were heading in one direction until you, the player, changed them.
I can't see trying to collect this from the context of lots of simulated variables, but I can see generating something like this if locations fell into very rough states. Proxima, for instance, could have some sort of a narrative state like "hegemony" which could translate to several sentences having to do with suffering under the reign of evil empires and whatnot. Then the player affects a key character, like your emperor or vizier, and the state changes.
It seems to me this sort of thing almost needs a list of discrete, linked stages. Something like Hegemony leading to either more of the same (so you get your "eons of oppression"), revolution or civil war. Revolution and civil war could lead to each other. There could be links to stasis stages, stagnation and prosperity. Foreign intervention could be hanging out there, too.
Ugh. I dread trying to map all this out. :P
(Cool story though, thanks for the imagination!)
Quote: The character creation process I would see as involving choosing an origin story and a background by selecting the key events of the characters life from the games own lore and attaching a modifier. Then choose a life goal or set of goals.
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I like this. I've been trying to avoid quests that require very specific chains, but I'm not against some sort of object focused approach where you treat major people or items like objects that can change the game world. I could see applying the idea of life goals to this, maybe even to the point where it starts getting a bit into level design. For instance, would it make sense to be able to put a quest for some powerful event in the game with the attached story text about it being some family knowledge or something? If you didn't chose it, then maybe the event wouldn't happen.
Quote: An example of a Key Life event background option would taking the a game event of the Bombing of Proxima 4 and then choosing a one of the following modifiers
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Yes, that makes sense. I like how you approach this because if I did this then the character traits could be grouped with the events. So "hard life under the thumb of oppression" goes with some negative event like Hegemony but never appears in a more optimistic scenario, like First Contact or whatever.
Quote: Rather than letting players respec their life goal, maybe “level ups” could take the form of Turning points. At a turning point I can choose to continue towards my life goal gaining a bonus or go down a different path.
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Okay, I see where you're going with this. Hey, you could even do something cool like chapters in a person's life, each with more short-range goals than what I was thinking. So in your teens you could have something like "Make something of yourself" or "join the academy" or whatever life goals would resonate. Later goals might be things like "serve your people" or "make a great discovery" while still others might be things like "found a lasting legacy."
These might in fact be generic, available to anyone, whereas the more event specific would come up based on what had happened to the world and your character's life.
Quote: What might be interesting is if abandoning your life goal inverted the bonuses and penalties you gained from previous turning points along that path.
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This one I'm not so sure of. If you can't kill your family's murderer and you became a monk, instead, then is there a less mechanical way of representing that? Or what if you tried and tried and just failed again and again. (I'd love to see something like, "Haunted by your failure to kill your family's assassin, you seek solace in the distant mountains of Proxima 4. One day, you meet a monk...")
It does go back to the question of costs. Failing a goal
should cost you something. I just want to be careful of making it mechanical. We're probably talking about modeling (in gameplay) stuff like the human price of obsession, for instance. What does that really do to you? What does it do to you to become consumed by vengeance? And how could that matter in terms of gameplay?
Quote: So, if at turning point 3 in my life goal of owning my own moon I chose to abandon that path to become a monk, then my competitor now becomes a friend, and that monthly mining contract payout now becomes fee.
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Then again, for sanity's sake and player prediction, this might be the smarter thing to do. At least with this you know what might happen. I just object that it would end up being predictable, or that you might even choose goals so you could fail them.
Thanks for the great thoughts, by the way!