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Dodopod

Member Since 05 Aug 2013
Offline Last Active Jun 30 2014 01:23 PM
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Posts I've Made

In Topic: Expanding an outer space game

14 May 2014 - 04:18 PM

Why 35 ships? Why not let the player go until they die?


In Topic: Names of stats (competence & corruption)

14 May 2014 - 04:14 PM

You could also change competence to ability or aptitude, which might be better than Shane's suggestion since a dishonest henchman isn't corrupt if they only lie when the player tells them to.


In Topic: List of Narrative Gameplay Options

13 May 2014 - 10:03 AM

Have you read Polti's 36 Dramatic Situations? He lists more situations than you do (you have 21 if I'm counting right) but some of them probably aren't suitable for translation into gameplay; in other words, I'm challenging game designers to translate them anyway. Regardless, you will most likely find not only that his list contains additional possibilities, but that two or more of his Dramatic Situations fall under one of your Narrative Gameplay Options or combine more than one or even that your list has things he never thought of! To give some examples, I believe your first option -- "Player must acquire an item / a person" -- encompasses Polti's "Daring Enterprise", "Obtaining", and "Ambition", and that "Player must develop skill in a particular field" has no analogue in Polti (probably because he never read a Shonen manga).

 

What this suggests is that neither your options nor his situations comprise the elements of narrative, gameplay or otherwise. This in no way invalidates your enumeration, of course, it only implies a certain status -- namely that it is informal, or to put it differently, that it is fine for a bit of gameplay to fall between or outside of your archetypes, if it fulfills its function/s well. Naturally, if you can work your list into a definitive periodic table, or if someone else develops one, this status would change (I doubt this possibility, and perhaps you do too, but there is a strain of game design that sees itself as a proto-science a la alchemy in the age of Boyle).


In Topic: Dialog Mechanics

12 May 2014 - 04:38 PM


Dodopod, something like that, but not quite... deeper in the background, but I want to make gui simple so that you would maybe only get those 1-word stage directions on the surface but underneath that the choices that you've made in the past and what you've thought/said about these topics/people are taken into into account to weight what your character does.

So does the player always know (or have a very good idea) what their character is going to say after any one choice? And if so, how? To take your example,

 


there might be a selection of honest or deceptive in the options and what that means would depend on what the characters positions are... If you've said that you agree with what this person said in the past and then you select to be deceptive you'd say you disagree for example.

What if the player forgets that they've previously agreed with this person? Does the game simply ask the player whether to be honest or deceptive per se, and if they don't remember what their character would consider honest or deceptive, they're forced to gamble with their words? Re-reading your post, it seems like you want to give the player a menu where all their character's opinions are spelled out (or at least the relevant ones, which would make it easier if the player is looking for one in particular) and can be changed. Is this correct?


In Topic: Dialog Mechanics

10 May 2014 - 09:07 AM

In Deus Ex: Human Revolution, the player is given a choice of 3 or 4 1-word emotions (eg annoyed, detached, curious) or tactics (eg intimidate, placate, absolve), though these are actually (except in persuasion mode) a 1-to-1 abstraction of a traditional dialogue tree. Is this like what you're proposing?


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