Freedom of choice for players

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12 comments, last by Abort Fail Retry 24 years ago
While the wizards wouldn''t have recognise according to the way NOX shows your character at the inventory screen, there are a few explanations that would work. Warriors probably would have battle scars and a muscular build. Also it is conseivable that wizards would sense the lack of magic in your character.
Another thing is the design goal of NOX was to make a fun action RPG. If sneaking around as a peasent would of worked then NOX would lose it''s focus on action. Three games I would recommend that have multiple paths are: Baldur''s Gate and the Fallout series. Thay are very open ended and very fun.
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quote:Original post by demonice

While the wizards wouldn''t have recognise according to the way NOX shows your character at the inventory screen, there are a few explanations that would work. Warriors probably would have battle scars and a muscular build. Also it is conseivable that wizards would sense the lack of magic in your character.
Another thing is the design goal of NOX was to make a fun action RPG. If sneaking around as a peasent would of worked then NOX would lose it''s focus on action. Three games I would recommend that have multiple paths are: Baldur''s Gate and the Fallout series. Thay are very open ended and very fun.


And Westwood would have lost all burgerplayers and the their poor programmers would have lost all fatty sausage on their bread...



Time comes, time goes and I only am.
when a started this thread I wasn''t talking about Nox specifically. I know that nox is not designed to be a fully functional RPG. I was trying simply to use it as an example. What I was really talking about was creating games which gives the user the freedom of choice that gamers can find in games like fallout. Demonnice''s mentioned the Fallout series and Balders Gate as examples of games which give the player multiple paths to follow. The thing is that at the moment only the large RPG''s give the players any freedom. What I wanted to discuss was bringing the freedom elements of RPG''s into diffent games. When a character is given control over how to handle certain problems they become more envolved in the game. Freedom gives the player the option to be as violent or as cunning as they want. It allows the game customise itself to the players style of play, making it more enjoyable for them.

Take a first person shooters. we give the player the task of
reaching the basement level of a building. If we game the player a realistic level in which to move within the player could reach the basement in diffent methods. A quake player could shoot his way through the level to reach the elevator. A more cunning player may find a elevator service entance and climb down the service ladder. Or a spy type player could knock out a worker and disguise himself as a worker in the complex and ride the elevator as if he belonged there. As Zoomboy mentioned, the game would need more complex AI to handle the diffent methods the player could attempt the level and relistically handle there actions but I think it could be done. As for the problem of the greater level of complexity I don''t think that it is beyond the abilities of todays technology. I think gamers would be willing to trade the length of the game for a more envolving experience. It would be far better the twice as many levels which are pretty much all the same to play through.
quote:Original post by Abort Fail Retry

... I wasn''t talking about Nox specifically....What I was really talking about was creating games which gives the user the freedom of choice that gamers can find in games like fallout. Demonnice''s mentioned the Fallout series and Balders Gate as examples of games which give the player multiple paths to follow. The thing is that at the moment only the large RPG''s give the players any freedom. What I wanted to discuss was bringing the freedom elements of RPG''s into diffent games. When a character is given control over how to handle certain problems they become more envolved in the game. Freedom gives the player the option to be as violent or as cunning as they want. It allows the game customise itself to the players style of play, making it more enjoyable for them.
.... As Zoomboy mentioned, the game would need more complex AI to handle the diffent methods the player could attempt the level and relistically handle there actions but I think it could be done. As for the problem of the greater level of complexity I don''t think that it is beyond the abilities of todays technology. I think gamers would be willing to trade the length of the game for a more envolving experience. It would be far better the twice as many levels which are pretty much all the same to play through.


In more concrete terms it means having a set of variables available for both the PC and the enemies. More values to test against for both but especially for the enemies. It really depends on how varied you want your _behaviours_ to be. THe 1st step would to build the npc class member functions that would give you a general set of behaviours in all circumstances. Then derive a specific class from that and modify/over-ride some member functions for a different class of creature with different behaviours. How coherent a story you''re going to have I don''t know.


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