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Characters - Needs

Section8

Cipher
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Oct 23, 2002
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Overview

All characters have Needs, and these are key variables that decrement unless the character devotes effort toward satisfying them, or avoids conflicting them. For NPCs, these represent a simple range of factors to drive sensible behaviours. A NPC whose need for food is not being satisfied will engage in activities to satisfy that need, or ensure it will be satisfied at an appropriate time. For PCs, these encourage the achievement of procedural goals based on negative reinforcement when Needs fail to be met. To draw parallels with the standard RPG model, Needs are like an internal quest giver, and the motivating "reward" is continued existence - ''get food, or you will die''.

Related Functions

In addition to tracking individual Needs, the Needs of the community are also tracked as Resources. Put simply, Resources represent the community's potential to satisfy the Needs of the whole, and drive communal goals. More on this later.

Thirdly, the game also introduces Desires, which represent more explicit Needs requiring no ongoing attention. Instead, Desires ask that the character fulfill specific (and generally unfavourable) requirements, or incur increasingly negative consequences for inaction. Unlike Needs, Desires can be also be overcome by (specific) means contrary to fulfillment. Again, more on this in it's own topic.

Last of all, Addiction is also a possibility. Partaking of physically addicting substances, or the over-stimulus of an enjoyable activity can result in an ongoing Need beyond the scope of convention. Once again, more later.

Needs

  • Sustenance - This is a catchall for hunger and thirst, and represents the character's Need for physical nourishment. With sufficient neglect of this need, Primary Stats being to suffer temporary penalties. A significant degree of neglect will result in permanent damage to Primary Stats. A critical, life-threatening neglect will drive the character to acts of depravity and psychosis in the form of Desires until the Need is satisfied.
  • Social Interaction - Though a character's need for Social Interaction is broadly variable, all characters who have any degree of respect for their sanity will have to engage in social activity. Neglect of this need doesn't incur stat penalties, but will introduce Desires based on psychological compulsions
  • Security - In a strange and hostile environment, it's important for characters to feel as though they're not under constant threat of harm. Hostility toward the character runs contrary to this need, and significantly affects this Need, however a simple awareness of factors is enough to satisfy this need. A character who feels safe in the knowledge of an ally's combat skill will be reassured as long as the ally is nearby. A character may have similar feelings for a six inch thick steel door. Slight insecurities affect all skills. Significant insecurities will create Desires that may not be logical.
  • Relaxation - It's not easy, but even in a horrific gameworld, rest is essential, and this Need represents the importance of recuperation and extra-curricular activities beyond a character's regular "workday." Without adequate rest, Primary Stats temporarily suffer. Significant neglect of this need will trigger strange Desires, and in extreme cases, unconsciousness.
  • Erstwhile Nature - As recovering amnesiacs, all character will begin to remember their previous selves, and feel compulsion toward what was once familiar to them. Even if the character is a pillar of good deeds in their current incarnation, their previous life as a savage murderer is likely to haunt and conflict them. A neglect of this Need introduces Desires to act consistently with recovered memories, and therefore introduce narrative events to redeem or repeal the deeds of a character's Erstwhile Self.

This is basically a copypasta of the design wiki, so I can explain further if none of that makes sense. So what do people think? I can already sense some hostility toward the idea of "Sims-like" bars and micromanagement - which I want to avoid, while still preserving the overall concept.
 

Pussycat669

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There is a sim factor in it for sure. I just got a few questions that springs to mind.

How are NPCs supposed to act if several needs are in conflict to each other (like the need for sustenance vs. security)? Do you plan to set priorities for those needs (which is probably a dead giveaway but it never hurts to ask) and will it be the same for every NPC or handled individually?

What will be my options if I want to satisfy the needs of my comrades? While Sustenance seems obvious, I'm not sure how exactly it will be possible (Relaxation for instance) or do you plan to let NPCs handle their needs mostly on their own / via community needs?

I also got a hard time figuring out how you will be able to satisfy your need for Social Interaction. Does it simply require me (or NPCs for that matter) to involve someone in a lengthy conversation? ...Hey James, what are the latest rumors? That sounds too easy.

I really like Erstwhile Nature from the sound of it. Finally a game that is going to make the 'right' path actually hard (that is if all of your memories imply something nasty but even if not there still you against yourself which is also fun).
 

Kingston

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How easy is it to fulfill these needs? Does social interaction require one big talk or constant banter? Does eating after a long period suddendly boost the bar back to full? If I go for a long period without social interaction, a big long significant turning-into-crazy-old-man-with-cabin-fever break, will it be possible to return the status quo?

I really hope it does't seem like an artificial way of making me to do stuff, which I doubt it will. "Look, your social bar is down, you'd better talk to your friends, cos I put a lot of work into their dialogue!" I don't really know how to explain it.

I like Security, I figure it bringing some fun stuff. You are outside, trying to rescue your friend, when you notice some bad monsters running about. You run into a shack to hide, but no matter how you try, you can't leave, its too dangerous. Your friend dies. Now if you had brought a big rambo-like figure with you, you both could have left and rescued your pal. Or even, if the rambo-like figure decides to leave said shack, even though you think its a bad idea you come along, because it seems safer to be with him than on your own. Even if it isn't actually safer and both get butchered.
 

Section8

Cipher
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How are NPCs supposed to act if several needs are in conflict to each other (like the need for sustenance vs. security)? Do you plan to set priorities for those needs (which is probably a dead giveaway but it never hurts to ask) and will it be the same for every NPC or handled individually?

There's more to it than that, but it's still fairly simple. Basically each Need has an absolute value and a relative value. The relative value basically tracks expected future satisfaction - so for example:

Nancy is getting hungry in absolute terms. Her Sustenance Need is pegged at 70%. However, she knows (or expects) her next meal is lunch, and that lunch satisfies about 35% of her Need. It's about an hour away, and in that time her hunger will degrade a further 10%. So the relative value for Sustenance is 70% + (35%) - (10%) = 95% : which isn't really a concern unless her scheduled lunch doesn't happen.

Security and Erstwhile Nature are a little bit different. Security's absolute value degrades with the threat or presence of danger. The relative value is a measure of the sanctity of the character's "home", and degrades with distance. Erstwhile Nature has no relative value planned, but depending on how it works upon implementation, it may need a relative value that accounts for avoiding public deviance.

What will be my options if I want to satisfy the needs of my comrades? While Sustenance seems obvious, I'm not sure how exactly it will be possible (Relaxation for instance) or do you plan to let NPCs handle their needs mostly on their own / via community needs?

I wouldn't expect the player to be seeking to directly influence NPC needs, but working as a cohesive community will provde some scope for opportunities. For instance, (and tying into relaxation as well):

On a personal level:
NPC: "<player>, I was exhausted this morning and slept in a couple of hours, which means I'm beinhd on my task. Can you spare a bit of time to help me out?"

On a political level:
Player: "NPC works hard every day, and the one day he sleeps in you start cracking the whip? That doesn't sit right with me, give the guy a break."

((And aside from actually sleeping, the characters can relax with games - snooker, darts, cards, etc. (all abstracted) which kills two birds (Social/Relaxation) with one stone.))

But to get back to the influence a player can have, it's mostly about building an effective community, and affecting the way it all interconnects. For the most part, it's going to be a balance of morals, politicking and time management. Make sense?

I also got a hard time figuring out how you will be able to satisfy your need for Social Interaction. Does it simply require me (or NPCs for that matter) to involve someone in a lengthy conversation? ...Hey James, what are the latest rumors? That sounds too easy.

Under normal conditions, all but Erstwhile Nature ought to basically be self-fulfilling. The Social Need is satisfied simply by being part of society in fairly general terms. When it becomes an issue is when you're isolated from the group for any length of time. At worst, you've been outcast from the community and all of your needs are in jeopardy. But you can steal food, find a lockable dumpster with a mattress, set up booby traps or sentry guns, and be as deviant as you like - taking care of everything but your Social Need. For that you need human contact, willing or unwilling. Failing that, you get kicked into the territory of Desires, specifically, some fairly sociopathic Desires that won't be particularly forgiving.

How easy is it to fulfill these needs? Does social interaction require one big talk or constant banter?

See above. Three square meals, steel shutters, people to banter with and a nice warm bed are included in the package, but you can expect that just as you start to get settled, it all comes under threat. The needs aren't there to be micromanaged, they're there to provide an impetus for heroic action, and interesting consequences and dynamics when things inevitably fail and fall apart.

If I go for a long period without social interaction, a big long significant turning-into-crazy-old-man-with-cabin-fever break, will it be possible to return the status quo?

To be determined. Right now, my gut feeling is go with irreversible downward spiral, but it has to involve enjoyable immediate gameplay and a satisfying conclusion - like the outcast appearing out of nowhere and saving the life of the heroine as she looks like failing the climactic final scene.
 

sqeecoo

Arcane
Joined
Dec 13, 2006
Messages
2,618
A question (by the way, I absolutely love your ideas): will you select your alignment/personality (or something like it) at the start? Because then satisfying social needs could include being nice (good characters), having other people be nice to you (insecure characters), dominating others (dominant characters), hurting others (mean characters).

I understand something like this will be factored in the Erstwhile Nature needs (a somewhat clumsy name in my opinion), but will the character have a distinct personality within the game (i.e. brave, nice, hateful, paranoid), will you be able to select or influence it at the start, and will it influence your (primarily social) needs?
 

Section8

Cipher
Joined
Oct 23, 2002
Messages
4,321
Location
Wardenclyffe
A question (by the way, I absolutely love your ideas): will you select your alignment/personality (or something like it) at the start? Because then satisfying social needs could include being nice (good characters), having other people be nice to you (insecure characters), dominating others (dominant characters), hurting others (mean characters).

I understand something like this will be factored in the Erstwhile Nature needs (a somewhat clumsy name in my opinion), but will the character have a distinct personality within the game (i.e. brave, nice, hateful, paranoid), will you be able to select or influence it at the start, and will it influence your (primarily social) needs?

At this stage, I don't plan to have any personality stuff lumped into character creation. I do really like the idea of different personalities valuing different kinds of social interaction, and I'll give that some thought.

However, in the beginning, the whole idea is that you don't even know who you are, and that then develops on two different levels. First of all is how you act within the game world, and there will be opportunities to take some clear moral stances early on (they're likely to get muddier as things become much more difficult). Second is "recalling" your character's past as you develop your skills. I think I've mentioned this elsewhere, but basically, if you want to select a skill like "SMG Specialisation", you don't just pick the skill, you pick some historical baggage that comes with it, like a stint with the military in some horrible conflict.
 

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