[project1dev] Re: Faction reputation system

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Wed, 15 Apr 2009 14:12:01 -0700

hey eric what about those comrade cookies being a wearable item instead of
something consumable?  I'm just wondering about the case when you change
your mind about which characters you want to keep cause you found an awesome
new character.

I personally might not ever use the comrade cookies cause i would keep
waiting for the perfect team members, ya know? hehe.  my 2 cents :P
On Wed, Apr 15, 2009 at 1:31 PM, eric drewes <figarus@xxxxxxxxx> wrote:

>  "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)."
> oh yeah, totally -- other characters will be part of the storyline and
> there will be a ton of special case scenarios, etc.  defined by how we want
> the game to go...  really i am just trying to think how we can strike a
> balance between having permanent death and people losing party members they
> love, although even that could be cool (like general leo dying was so much
> more impactful because he was such a great character, really added to the
> drama)
> i dunno, maybe life is just transitory and ppl have to deal w/ death or
> friends abandoning them, or maybe like, throughout the first part where
> there are sepparate worlds, there are no comrade cookies and they only come
> into play in the nonlinear merged world halfway through.  or maybe only
> nonstoryline characters can chow down on comrade cookies.
> On Wed, Apr 15, 2009 at 3:41 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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