Quote:Original post by InvalidPointer
Warning: personal philosophy regarding how games should be designed follow. You may have a different approach, which is cool. (And, based on the thread content so far, I believe it highly likely that you do.)
No worries or need for a warning, I really appreciate this. It's often better to get criticisms than "hey, that might work, go for it and see what happens." At least with a critical reply I've got the chance to test whether I have conviction in the idea or whether I need to evaluate it further.
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In a game, the player and their agent are one and the same entity. The agent is really just that-- a virtual hand with which the governing intelligence carries out their will. In practice, there is only one entity in the expression, not two.
In most cases I'd agree with you, especially where you're asked to identify strongly with a single avatar (FPS or RPG, for example). But there are quite a number of exceptions, and sim-games, especially the sim-life genre, are probably among the biggest (grand 4x strategy or RTS might be another).
A sim game breaks the direct control expectation by casting the player as a director / manager. They know they don't control the avatar directly, only by proxy, and they do this through the the internal states they must manage. The fact that the internal states are visible and even exist, and often model esoteric or undesirable states (like unhappiness or loneliness), are the biggest clue in terms of convention that the player is NOT directly the will of the avatar. ("After all," the thought goes, "I'm not sad or lonely." The Sims further breaks this convention by giving the player avatars they can potentially lose control over, as with Sims that become too depressed).
But your point is valid in the sense that I'm looking to fuse RPG and sim-life game. How critical the convention is will depend on how far implementation falls on the RPG side of things.
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Since there is only the player, you can't really adjust the player's (physical, as it were) "evil bar" and be done with it. For starters, there's no such thing. (though if you do become aware of one please let me/the behavioral psychology community know ;) ) I think it's also very telling that all those sliding scale morality systems you see in many RPGs invariably fall on their ass halfway through. They feel tacked on because, no matter how many branching dialog trees with alignment checks or whatnot that you throw in, that's all they are. Some arbitrary game mechanic/stat to be minmaxed in order for the player to make the plot play out the way they want it to/the PC to act consistently with the desires of their controller. There is no meaning, and never will be, no matter how many levels of Good/Evil Bar(tm) gradation or branching whatever that occur as a result.
Isn't this partly due to the heavy investment these sorts of games make in trying to immerse you in the role, story and environment? In a game that pins user experience on immersion the more you see arbitrary, quantitative values tracking nebulous, qualitative traits the more discontinuity I think you experience.
But I've abandoned immersion because it's just simply unfeasible. So by convention when you play what I have in mind there's no question about you seeing internal states simply modeled. Stat bars are simply part of how you would play the game.
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So, to bring this full circle, the question really becomes one of interpreting the player's choices by way of examining what he/she does with their agent. Could the trait things work? Certainly. In fact, I think you could really make something interesting by constructing a comprehensive set of personality trait continuums and tossing them into a L4D-esque AI director. I don't think that simple underlying mechanics are the problem so much as the blatantly obvious presentation (i.e. YOU DO NOT HAVE A HIGH ENOUGH GOOD SCORE(tm) TO REMOVE THIS PUPPY FROM THE PATH OF THE TRUCK AT NO PERSONAL RISK) you tend to see in a lot of games, *especially* those that stress 'choices and consequences.'
Regardless of how we might look at games differently this I think is the cool part.
You want to tell the player that previous choices mattered, and since the subject is morality / being I think you want to make the previous choices constrain or impact future choices. So how to do this?
"Not enough points to rescue the puppy" (funny) is hamfisted, I agree. But what the game is trying to convey is that "you're a cold blooded SOB and you've made choices that make you unfeeling."
There's no way to capture a lifetime of choices in a few hours of play and moreover I think this concept brushes up against some philosophical constraints, chief among them whether or not your past experiences really do, in a sense, fossilize your perspectives/beliefs and subsequent freedom to make WHATEVER choice you please. I think the issue of agency gets really strained at this point-- a player may find themselves thinking, "I would/would not" do this or that, but what if their capacity is rightly diminished (as with old age, impairment or even addiction)?
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Trait discussion would certainly be welcome, though, as this is something I'm wrestling with on a personal project.
I'd offer some possibilities but I think they'd probably suck due to how we may be viewing agency. An immersive game which does not model the self (at least not the psychological self--hit points always seem okay) is probably going to have to offload indication of traits into the environment. In a surrealistic sense you'd have Flower, changing the perception / color / gloom of the environment, but in a more concrete world it would probably have to come from the characters or really graphically intensive stuff like being able to see your own haggard face in the mirror.