[project1dev] Re: Faction reputation system

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Wed, 15 Apr 2009 14:22:20 -0700

that's true.

if we go with deeds could we have you be able to buy them after the fact?
like ransom to get a characters soul back?

it sucked if you forgot your deeds and died, so you always made sure and
have deeds, it was kinda just an extra chore to do IMO :/
On Wed, Apr 15, 2009 at 2:20 PM, <figarus@xxxxxxxxx> wrote:

> Also bare in mind its not an apple to apple comparison... Ff6 has 18
> playable chars, we'll have 3-4x that
> Sent via BlackBerry from T-Mobile
> ------------------------------
> *From*: Alan Wolfe
> *Date*: Wed, 15 Apr 2009 14:13:22 -0700
> *To*: <project1dev@xxxxxxxxxxxxx>
> *Subject*: [project1dev] Re: Faction reputation system
>   yeah, it would be a bummer if they were permanently dead because of
> havign to level other characters up to that level to be able to try again.
> Although you were saying the game would be based a lot on skill and not raw
> numbers in combat so shrug.
> On Wed, Apr 15, 2009 at 2:11 PM, <figarus@xxxxxxxxx> wrote:
>> Like using ff6 for an example, if you took your party to fight kefka and
>> you lost, in ff you just reset and everyones back alive. In our game,
>> everyone except the hero would be lost permanently w/ out comrade cookies...
>> I'm cool with that, I like severe concequences and think it adds to the
>> challenge and tension of battle... But I imagine some ppl would cry :)
>> Sent via BlackBerry from T-Mobile
>> ------------------------------
>> *From*: Kent Petersen
>> *Date*: Wed, 15 Apr 2009 13:16:57 -0700
>> *To*: <project1dev@xxxxxxxxxxxxx>
>> *Subject*: [project1dev] Re: Faction reputation system
>>   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?

Other related posts: