Choice Making
We use the personality model to make the player's interaction with the story tactical. Choices, and their consequences, are the core elements of Sacred Fire:
- You have to earn the right to make a tough call
If a story choice you want to make is out-of-character or simply tough for the personality you’ve developed, you need to pass a probability check. To boost your chances you can use willpower points.
- You always know the consequences of a choice
We never mislead the player into a wrong choice. Our goal is to create an experience where the player always has a smart option out of a tough spot. Notice a trap, sense an ambush, spot a hidden blade, make a leap of faith. You just need to have the will to make the extra effort to actually use it.
- You have to earn the right to change the story
You do not start out as a leader; you have to compete for influence within the group of potential rivals or allies. NPCs don’t just get angry if they don’t agree with your choices. They have their own agendas and will try to undermine your choices.
Combat
The combat in Sacred Fire blends powerful storytelling moments, personality tests, and turn-based tactical moves into one flow.
Each turn the player chooses one of four goals of your attack or defense: survive, provoke, intimidate and gain renown. However, a wide variety of different actions result from these four goals based on by how much you overshoot the probability check.
- If the goal is to survive, you will defend and attack in the most efficient manner, affecting hit points only.
- To provoke, you can taunt the opponent, parry like you were sparring with a child, or play nasty and hit a sensitive place.
- To intimidate, you can split objects in half, shoot an warning arrow, or take a hit without nudging.
- To gain renown, you will intentionally dodge in the last possible moment, block arrows without dodging, or pull off a devastating attack.
- You have to control your emotions to perform optimally in combat
Fear weakens your attacks. Anger makes you ignore your defense. Save your willpower points; you will need them to help you keep your cool. This way you can intimidate, provoke, and wear out your opponent.
- Equipment doesn’t win a fight. It only sets the stage
Collecting and crafting beautiful items is important, but not only for the protection they provide. Items such as armor also affect how comfortable and confident you feel, and how memorable, attractive, and menacing you appear to NPCs.
But what wins a fight is using your willpower to overcome fear. Use these willpower points to boost your chances of keeping your cool, to ignore pain, and to regain self-control when you go beyond your physical ability.
- Letting the opponent attack you from behind is a valid tactic
We’ve all seen the scene. The hero stands still, the opponents circle him, and the hero dodges in the last moment. It’s good storytelling, but horrible tactics.
What makes this a valid tactic in Sacred Fire is that IF you pull it off, a display of confidence and skill like that intimidates your opponents and affects their performance. Furthermore, showing control and courage like that will earn you the respect of NPCs.
- You can win the game without killing
All fights have context within the story, and a winning condition other than defeating the opponent. In some, if you can gain enough respect through displays of skill, your opponent will give up, or you can intimidate them into fleeing. In others all you have to do is survive until help arrives. Combat in Sacred Fire is all about the tactical choices that you make.
The game AI recognizes if you choose not to land a decisive hit, or if you do not use lethal-force in combat at all. All NPCs you fight have complex agendas and their own survival is high on their list. They will rarely fight till their last breath.
The writing also gives options how to avoid, prevent or end a fight before it gets out of control.
If you like what we are doing, up-vote us on Steam Greenlight Concepts:
http://steamcommunity.com/sharedfiles/filedetails/?id=800757379