[MUD-Dev2] [DESIGN] NPC-oriented gameplay and XPmodel:GURPS/EveOnline vs. D&D/Diku
Mike Rozak
Mike at mxac.com.au
Mon Oct 22 22:36:16 CEST 2007
Damion Schubert wrote:
> It depends on whether or not players can recognize that interaction as
> successful.
> I haven't played your engine yet, but in many NPC dialogue engines, it's
> hard
> for the player to tell if he's made the 'right' choice.
I've been continually working on this issue, with facial expressions,
verbiage, and meters.
However, the issue gets more complicated. Sometimes "the right choice" is to
piss off a NPC so that his enemies will like you better. In such a case, the
NPC's expressions, wording, and meters will indicate a negative reaction.
Players won't know if they've done well until they go back to the NPC's
enemies and get a positive response, like "Did you see the look on Fred's
face when you called him a !#@?"
> They need a sense of progress. You need to care because most players
> start
> off
> as achievers - they want to feel successful immediately. Once they do so
> (
> i.e. the
> game has taught them how to play), explorers will feel comfortable
> exploring
> the
> topography.
In an attempt to clarify your statement:
Adventure games provide a sense of progress. When you solve a puzzle, you're
rewarded with a cut-scene and/or entry into a new part of the game.
However, adventure games do NOT:
- Have frequent rewards for progress in micro-milestones. (Unlike a typical
CRPG/MMO that hands out gold and XP every 30 seconds.)
- Attach a number to the progress.
How important are these two issues?
> Not knowing the specifics of your system -- will your reward structure
> teach players what a successful interaction is?
Yes, but right now it DOESN'T tend to show numbers. The closest to numbers
that I get are sliders for how much the NPC likes/dislikes, trusts/mistrusts
you.
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