[project1dev] Re: Faction reputation system

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Wed, 15 Apr 2009 13:16:57 -0700

I like Alan's idea of having characters come and go due to story better than
eric's idea of choosing py player selection. Using FF3 (jap 6) as reference,
I liked when the floating continent crashes and all of the characters are
lost and you then have the option to go around and recollect the party
members. I think there should be plenty of characters to choose from too.

On Wed, Apr 15, 2009 at 12:41 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> thats pretty interesting, choosing which people stick around.
> I'm not sure how much you want other chars to be part of the storyline, but
> we could also do it where some characters could be lost and others couldn't
> at the discretion of the game (instead of player chosen).
> Like IE, shadow came and went in FF3 and was optional, but edgar always
> stuck around.
> maybe a bad example to use shadow cause he was in the storyline, but maybe
> more like Gogo, where he was purely optional.
> On Wed, Apr 15, 2009 at 12:26 PM, eric drewes <figarus@xxxxxxxxx> wrote:
>> i can see arguments for it sucking too... like  your fav party member
>> leaves because you've been helping the enemy of their clan... however ...
>> this may be one thing that helps keep the party turn over, (i.e. i think its
>> best if only a couple of party members that you LOVE stay with you the whole
>> time, while others kind of come and go via death, storyline reasons, etc.)
>> plus it makes LOGICAL sense that they would leave and it would help create
>> the unique "personal" story for each player
>> my idea was something like... maybe you have an alotment of "comrade"
>> cookies (haha... jk, but we'll come up w/ a real name) that you would give
>> to a party member you really liked, they would eat it and gain things like
>> not leaving due to faction rep, not being able to PERMANENTLY die,
>> etc.... that way you dont lose your fav teammates due to death but
>> other party members can die or leave for other reasons.
>>  just a thought.
>>   On Wed, Apr 15, 2009 at 3:02 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>> Very cool, thats some neat ideas.
>>> Yeah we could basically have faction w/ individuals too, that'd be kind
>>> of neat.
>>> Eric was talking about how you recruit characters by telling them what
>>> they want to hear, i wonder if maybe certain actions you do might change
>>> faction scores w/ your individual party members?
>>> Like if you have a cleric and you are always doin the bidding of the
>>> undead, she might start to not want to hang out w/ you anymore.
>>> What you think eric? Did you want it to work where characters might lose
>>> interest in the party once they are recruited or that they would hang around
>>> always once recruited?
>>> I can see arguments for losing party members due to faction rep loses
>>> making the game less fun so shrug either way :P
>>> On Wed, Apr 15, 2009 at 10:06 AM, Chris Riccobono <crysalim@xxxxxxxxx>wrote:
>>>> This is a really cool idea -  it is akin to one of my favorite rpg
>>>> series ever, Star Ocean.  The things you do give you friendship and
>>>> romance points, and depending on those values, different character
>>>> scenes take place.  It also leads to characters getting endings
>>>> together romantically, or the protagonist even joining up with one of
>>>> the side characters to end up building a house together in the end.
>>>> These scenes also influence the creation of skills, where a character
>>>> that has enough friendship points with another one can show that
>>>> character how to do their move better, and it becomes an upgraded
>>>> move.
>>>> I love the idea of using these faction points to track in game events
>>>> though, it will help with a lot of things!
>>>> On Wed, Apr 15, 2009 at 9:40 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx>
>>>> wrote:
>>>> > Ok so part of this game is that each time you play it through it's
>>>> different
>>>> > based on decisions you make etc.
>>>> >
>>>> > My idea for this is 2 fold:
>>>> >
>>>> > 1) We have faction reputation.  For instance if you quested a bunch
>>>> against
>>>> > some gnome miners to get their gems for helping a king make a crown
>>>> for his
>>>> > new queen, whenever you do stuff against them you lose faction rep for
>>>> > them.  That means when you go talk to them they are less friendly to
>>>> you,
>>>> > and perhaps even straight up hostile and attack you on sight.
>>>> Alternately,
>>>> > if you were friendly with them, they might sell you items, give you
>>>> quests,
>>>> > give you safe passage through their tunnels etc.  This is just like
>>>> WOW
>>>> > except i'm thinking we should HIDE a player's faction rep scores.
>>>> Dont even
>>>> > show em.  The reason for that is that faction rep grinding is sooo
>>>> retarded,
>>>> > and also, if we don't show it, people won't as easily understand the
>>>> > mechanism for why the game is different each time it's played, which
>>>> will
>>>> > give it the illusion of increased depth!
>>>> >
>>>> > 2) There will be certain things where when you make a decision one way
>>>> or
>>>> > the other, it just straight up sets a variable to a value (instead of
>>>> > chaning a rep score).  So, in this case, you can have npc's check
>>>> specific
>>>> > variables for values instead of doing a rep score check.  That way,
>>>> for
>>>> > instance, like in FF3 when you choose to make the esper into a sword
>>>> or keep
>>>> > it an esper, if you made it a sword and visit some espers they might
>>>> hate
>>>> > you and say "we can't trust you, you would turn us all into magical
>>>> weapons
>>>> > for your own gain", but if you left it an esper they might say
>>>> "welcome
>>>> > friend".
>>>> >
>>>> >
>>>> > Basically how i see bowh of these working from a technical stand
>>>> point...
>>>> >
>>>> >
>>>> > * We'll have a storage system for game variables.  From the scripts
>>>> you will
>>>> > call something like Faction=GetGameVariable("Faction_CaveGnomes");
>>>> and it
>>>> > will return that variable's value.
>>>> > * You can call SetGameVariable("Faction_CaveGnomes",Faction+0.05); to
>>>> set a
>>>> > game variable's value
>>>> > * When you save your game, it saves all the game variables to disk
>>>> > (encrypted to make for more difficult cheating!) and when you load
>>>> your
>>>> > save, it just loads the game variables back in.
>>>> > * everything that we need to save - including inventory, experience
>>>> points,
>>>> > etc - will all be stored in this game variable system.
>>>> > * it will also be used for things such as keeping track of which
>>>> treasure
>>>> > chests the player has already opened, and will keep track of permanent
>>>> > status of things (ie is the cave caved in? if so different models will
>>>> be
>>>> > loaded when loading that level)
>>>> > * when you make an NPC, right there in your NPC script you can pull up
>>>> any
>>>> > variable you want and do if statements against them to do checks for
>>>> > specific items in the players inventory, do faction rep checks to see
>>>> how
>>>> > certain groups feel about the player, see what level the player is,
>>>> etc so
>>>> > basically you should be able to test against ANYTHING when
>>>> deciding how the
>>>> > NPC/enemy will react to the player.
>>>> >
>>>> >
>>>> > What do you guys think?

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