quote: Original post by ahw
I am wondering what you guys consider as "cheap tricks".
Why ?
Anything you can stuff into a numeric system and reflect back to the player as a reasonably approximate realistic event / behavior / action I''d consider a cheap trick.
For example, "Love or Hate" A positive or negative number an NPC might hold. Good actions increase. Bad actions decrease. So attacking is bad, and giving gifts is good.
For more finesse, a personality factor might be employed to filter out the input. So gifts given by someone you hate weigh less than attacks; and attacks by someone you adore are more easily forgiven, and gifts magnified.
Cheap trick. It doesn''t rely on a convoluted AI scheme that most of us here are unlikely to implement or complete. (No offense, ahw... but the odds are already against us. Complex AI, esp. in real-time, for indies and aspiring developers is like aiming a howitzer at the foot...)
quote:
what are friends ? Why do we have them or not, etc
To support, and be supported. That''s probably the main reason, and I think it can be translated reasonablly to game terms.
We already do it for combat, but it''s one sided (the NPC is always in an inferior position). An important element of any relationship is reciprocation. If we extended the range of support activities and states, and gave the player some way of reciprocating (and NPCs of expecting it, i.e, a measure of indebitedness) then we might create a feel of "mates" that are with you on an adventure.
quote:
For instance, you refer to smalltalk as a cheap trick ??? WTF, I have friends because I TALK to them. Small talk or not, it doesnt matter. The talking is a way to keep in touch, to just show that there is a connection, it''s a pleasure I share, something I need in order to keep the bonds alive with them.
There is nothing worse than a game where you share an entire adventure with mute NPCs following you around, ready to sacrifice their lives for you, but that wont utter a word unless it is a necessary part of the scenario.
The thing that turns me white with fear here (no mean feat given my ethnicity ) is how difficult dialog is to do: You run into walls like the impossibility of NLP, or the lameness of branching dialogs and their sheer size, or the difficulty language presents a symbolic communication scheme... ugly!
Story based games have it easier, but I''m eternally looking for a replayable method. Dialog needs to be as replayable as combat. (I and Naz and I''m sure others have ideas on this...)
You are ENTIRELY correct, though: Communication is one of the most satisfying parts of any relationship. Nothing would be better than if you and your mates could swap tales, or process events, or just comment on the experience ("You see the size of that DRAGON?!!!!"). The difficulty is just simulating this with a CPU.
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Just waiting for the mothership...