MCA's designer ramblings
MCA's designer ramblings
Game News - posted by Vault Dweller on Sat 18 December 2004, 19:08:20
Tags: Obsidian Entertainment; Star Wars: Knights of the Old Republic II - The Sith LordsMCA, aka Chris Avellone, has posted a series of designer ramblings on various topics including <a href=http://forums.obsidianent.com/index.php?showtopic=26101&hl=>Amnesia[/url], <a href=http://forums.obsidianent.com/index.php?showtopic=25989&hl=>New cast of companions[/url], <a href=http://forums.obsidianent.com/index.php?showtopic=25916&hl=>PC Causality/Triggered Events[/url], and even <a href=http://forums.obsidianent.com/index.php?showtopic=25876&hl=>Echani[/url].
In K2, we made an attempt to make some events more PC reactive-dependent. I'm not sure exactly if those last three words belong crushed together like that, but hopefully they should give you a sense of what I mean.
These aren't everywhere in the game, but we tried to have events triggered on the player's dark side and light side gains, no matter where the player is in the galaxy - when the player hits a certain amount of light side and dark side points, these events will advance the plot (or reinforce it).
We weren't able to do this as much as we'd like (they're hard to pull off and usually have to be hard-coded), but we have some key events that are triggered by the player's actions rather than having them triggered off of some polygon you step onto in the game world.
The intention with this was that we thought it would make the PC feel more special if it was more obvious that things were occuring, not because you hit a linear trigger, but because you were the one who set the fuse to the explosives through your actions or through a change in your personality.Sadly, there is no rambling dedicated to <a href=http://forums.obsidianent.com/index.php?showtopic=27067&st=0>the controversial influence system[/url],
In K2, we made an attempt to make some events more PC reactive-dependent. I'm not sure exactly if those last three words belong crushed together like that, but hopefully they should give you a sense of what I mean.
These aren't everywhere in the game, but we tried to have events triggered on the player's dark side and light side gains, no matter where the player is in the galaxy - when the player hits a certain amount of light side and dark side points, these events will advance the plot (or reinforce it).
We weren't able to do this as much as we'd like (they're hard to pull off and usually have to be hard-coded), but we have some key events that are triggered by the player's actions rather than having them triggered off of some polygon you step onto in the game world.
The intention with this was that we thought it would make the PC feel more special if it was more obvious that things were occuring, not because you hit a linear trigger, but because you were the one who set the fuse to the explosives through your actions or through a change in your personality.