It looks pretty good in general. Good luck etc.
On the good vs evil issue, I think NN seems to have things pretty well covered. Myself and others might disagree with his notion that there are moral absolutes - but he doesn't seem to be letting that outlook cloud his design. What he's said so far on the issue makes sense.
Thanks Galsiah
One point I would make is that the discussion often seems to be about a two-way choice. Perhaps that's just for the sake of illustration, but I don't think it's a useful mindset. A grey two-way choice is preferable to a black-and-white one, but more options are preferable where it makes sense. Clearly it doesn't always apply, and time is an issue, but I'd prefer quality/complexity/nuance over quantity in terms of quests. Pushing the player into a two-way decision when many intermediate options would make sense can seem very artificial.
True. But mostly it was just for the sake of illustration. Generally I focus on designing in the grey zone and letting the player put the meaning into his actions.
I'll give you an example from my game. I don't want to give too much of the plot away but I'll sacrifice this one for illustration. It's one of the first quests.
[MINOR SPOILER]
In the start of the game you are in Korrinport trying to find out why/where some goods went missing from a merchants shipment. Jeman (read the blurb, NPC guy
) wants you to get the dock masters cargo manifest so he can compare it with what the merchant believes should have arrived. (The dock master keeps logs of all goods that come into Korrinport via ship) So he sends you to get it. Now, the Dock Master is a bit of a self-important beurocratic type.
You can resolve the quest in a few different ways :
- Persuade the Dock Master to give you the log. Involves a persuade skill check (hard) and a small sum of money (as a show of appreciation).
- Bribe the Dock Master to give you the log. Involves a larger sum of money.
- Try to intimidate the dockmaster into giving you the logs. (Intimidate check, hard, he has guards and is stubborn)
- Break into his back office and steal it. (Lockpick check, relatively easy)
- Persuade the Dock Masters assistant Ivid to make a copy of the documents for you. Ivid is a bit mistreated, with a small bribe and a persuade check (medium difficulty) he will make a copy for you.
- Attempt to kill Dock Master and take documents. Hard, he has personal guards and will try to flee to town watchmen. Could result in player being classified a criminal.
Notice how few options are in the "Black/White" moral zone? The quest/game doesn't care how you complete it, when you bring the documents to Jeman it counts as success. You aren't judged on how you achieved the goal by me, the designer. That is up to the player. For instance, take the "Picking the lock and stealing the document" option. Perhaps you chose that option because you are playing an unscroupulous rogue. But it could also be that you are roleplaying a character that is like a TV show action-detective, a character who persues noble goals but isn't afraid to bend the law a bit to achieve them.
I agree with VD that it's better to offer roleplaying actions and consequences rather than personality. It leaves things more open to player expression.
[/MINOR SPOILER]
However, although I won't judge you, the games factions will. Kill a civilian in front of a guard and expect them to brand you a criminal, etc.
Will faction relationships with each other change much during the game, or only faction relationships to the player? If they do, does this happen at a few scripted plot moments, or as a result of more general stuff (various quests/PC actions/faction actions...)? Similarly, what would the result of any such changes be? (NPC deaths? NPC movement? Guard changes for an area? Fights in contested zones? NPC attitude/dialogue alterations?...).
I'd like to see this sort of thing - unscripted if possible - since it gives more meaning to PC actions, while at the same time hopefully avoiding the PC-as-centre-of-the-universe syndrome.
Inter-faction relationships will change, yes. Each faction has a matrix of relationships with the other factions. A scripter can easily open up a dialogue or quest branch by checking a condition as so :
if( factionRelationship(RedFaction, BlueFaction) > 30 ) ....
likewise, you can trigger a faction relationship change during a quest or dialogue as so :
modifyFactionRelationship(RedFaction, BlueFaction, - 20);
Dialogues and quests triggered off faction interrelations are simple to implement and will definately be in. Also I will have (one of the things I still need to code, pretty simple to do though) is conditional AI spawners. So you can set it that if a certain flag is set it spawns more guards in an area etc.
Now something to remember is how an AI actor evaluates other actors (including the PC). During their Think cycle they have a Percieve function. Inside that function they classify other actors as threats, non-threats, etc. This is based on a faction-relationship check, combined with certain AI specific settings like aggressivenes. So if the AI percieves another actor as belonging to a faction which it "doesn't like", and it is aggressive, it attacks it.
Combining those three aspects, the ability to easily activate conditional spawners, the AI perception based on faction, and the ability to modify faction relationships in quests/dialogue....and you have a system which can do most of what you said.
Now as to your question about whether it will be prescripted only or more general...this is trickier... it will definately be as a result of PC actions/Quests. But I'm not guaranteeing that you can do it for all factions, all the time. If I did it might get completely out of hand. For example you might be able to incite rival street gangs to duke it out, but getting the town guard to attack the merchant faction, no. Likewise, some of the factions are more plot centric and you won't be able to drastically sway their attitudes except at certain plot points. I want to allow the player as much freedom as possible, but not to the point where it destroys the plot. It's a delicate balancing act, you understand?
One thing you might like is that as a modder you will be able to set up these systems yourself, using the editor. So you can play around with your ideas.