Enrymion
Novice
- Joined
- Apr 16, 2018
- Messages
- 18
People talk about how important it is for games to have choices and consequences that matter (or at least I talk about it) but when I started to think about how to make a game that had it I realized I don't really even know what exactly I mean when I say I want C&C.
If I take it literally then games are full of choices and consequence that matter to some degree and I don't know at what point to say it's no longer important enough to count. For example if all I'm choosing is if I get some kind of a reputation point with one faction or another then that's a choice and it can have very meaningful consequences but somehow I feel like unless you have very limited opportunities to gain reputation that's probably not good enough but why not? Is it that your choice is probably already made unless it's the first time you're deciding which faction to support or is it that none of the effects can be traced back to that choice instead of some other that also gave reputation? I guess the solution to both would be making it so that there are other consequences that you can trace back to specific choices and are notable enough to possibly make you not support the faction/entity you most care about(might be good to make sure player knows about it if you can effectively max out a faction relationship even if you don't always side with them).
Another thing is how important is it that you know you made a choice and that it had consequences? Say what if buying a random sword instead of an another weapon meant that someone else doesn't get it and dies because of that without the game ever telling the player that he couldn't get a sword and thus died? Feels pointless so letting player know about the consequences seems essential but not knowing it mattered when making the choice might be fine to some extent .
Also can the consequences be immediate? I think there's some expectation that the consequences should happen later, but say if you get hurt due to a choice it technically can easily have consequences for the rest of the game since you probably use money or time to heal it and so always have less money or more time spent than if you hadn't gotten hurt but that's usually too minor but what if you gain an attribute point? That's probably major enough to count so maybe the effect can be immediate but needs to alter what happens in the future in some way that is... noticeable enough? But what counts as noticeable and do you actually notice effect of an attribute point that much? So maybe noticeable is the wrong word but can't think of a better one at the moment.
While it might not be necessary delayed consequences are still probably nice but can there be too much delay? If you kill someone and get accosted by people wanting revenge it's probably better if it happens while you still remember doing that but I don't see why it shouldn't happen a lot later so I guess as long as you are reminded about the choice you made it doesn't really matter how long ago the choice was.
So to me it seems like good C&C should both tell you about some consequences right away and have them be something that will keep mattering for a long time and delay other consequences but clearly point to a specific choice you made when they do appear.
Anyway the main reason I'm even thinking about this is that I think that games like Adventure mode in Dwarf Fortress and Kenshi that focus on simulating a world weirdly don't feel like they have interesting C&C despite in theory being full of them and I want to figure out if that could be fixed somehow.
The conclusion I'm getting from having thought it through so far is that while a lot of stuff might happen because of your choice it's hard to actually tell that they happened at least in part because of your choice.
So we need a way for events to figure out if player caused them and what exactly was it that player did.
Would it be reasonable for NPCs to keep track of everything that they could blame or thank for what's happening and then follow the causes of those up to a certain point to see if player was at fault?
So if NPC is hungry and wants to complain that it's somehow the player's fault how might it work?
Why am I hungry?
So he's hungry because player found a mine, left loot behind and didn't do a quest to kill bandits and if somehow figuring out that it could be worded as saying that there's no food because of bandits lead by someone wielding a weapon with a specific name and the taxes for the new fortress causing there to be no one to deal with the bandits and then maybe saying that or maybe he should learn to hunt or get the merchant a faster transport and whatever other things that are issues but not so directly related to player.
Seems like it'd be quite troublesome to actually set up all the things to check and then somehow figure out a way to present the causes sensibly but after that it might work rather nicely assuming that the things aren't checked super often.
But how about when NPC travels to someplace and is simply happy about it what are the things he's glad of not happening?
Also remembering past events would be important so an NPC could go I tried or wanted to do X a while ago but because of you I couldn't do that.
Making some sort of spreadsheet, flowchart, database or something where I could easily list all the things that could be checked might be nice but this is starting to get way too long and maybe a bit unfocused so I guess I better stop for now.
Hopefully this didn't end up too hard to read and understand but if I'm totally wrong about everything feel free to say so.
If I take it literally then games are full of choices and consequence that matter to some degree and I don't know at what point to say it's no longer important enough to count. For example if all I'm choosing is if I get some kind of a reputation point with one faction or another then that's a choice and it can have very meaningful consequences but somehow I feel like unless you have very limited opportunities to gain reputation that's probably not good enough but why not? Is it that your choice is probably already made unless it's the first time you're deciding which faction to support or is it that none of the effects can be traced back to that choice instead of some other that also gave reputation? I guess the solution to both would be making it so that there are other consequences that you can trace back to specific choices and are notable enough to possibly make you not support the faction/entity you most care about(might be good to make sure player knows about it if you can effectively max out a faction relationship even if you don't always side with them).
Another thing is how important is it that you know you made a choice and that it had consequences? Say what if buying a random sword instead of an another weapon meant that someone else doesn't get it and dies because of that without the game ever telling the player that he couldn't get a sword and thus died? Feels pointless so letting player know about the consequences seems essential but not knowing it mattered when making the choice might be fine to some extent .
Also can the consequences be immediate? I think there's some expectation that the consequences should happen later, but say if you get hurt due to a choice it technically can easily have consequences for the rest of the game since you probably use money or time to heal it and so always have less money or more time spent than if you hadn't gotten hurt but that's usually too minor but what if you gain an attribute point? That's probably major enough to count so maybe the effect can be immediate but needs to alter what happens in the future in some way that is... noticeable enough? But what counts as noticeable and do you actually notice effect of an attribute point that much? So maybe noticeable is the wrong word but can't think of a better one at the moment.
While it might not be necessary delayed consequences are still probably nice but can there be too much delay? If you kill someone and get accosted by people wanting revenge it's probably better if it happens while you still remember doing that but I don't see why it shouldn't happen a lot later so I guess as long as you are reminded about the choice you made it doesn't really matter how long ago the choice was.
So to me it seems like good C&C should both tell you about some consequences right away and have them be something that will keep mattering for a long time and delay other consequences but clearly point to a specific choice you made when they do appear.
Anyway the main reason I'm even thinking about this is that I think that games like Adventure mode in Dwarf Fortress and Kenshi that focus on simulating a world weirdly don't feel like they have interesting C&C despite in theory being full of them and I want to figure out if that could be fixed somehow.
The conclusion I'm getting from having thought it through so far is that while a lot of stuff might happen because of your choice it's hard to actually tell that they happened at least in part because of your choice.
So we need a way for events to figure out if player caused them and what exactly was it that player did.
Would it be reasonable for NPCs to keep track of everything that they could blame or thank for what's happening and then follow the causes of those up to a certain point to see if player was at fault?
So if NPC is hungry and wants to complain that it's somehow the player's fault how might it work?
Why am I hungry?
I have the time and ability to eat.
I don't know how to hunt or gather food.
I don't know how to hunt or gather food.
Why not? I make enough money from my job so I haven't needed to learn.
I do have enough money to buy food but there's no food being sold.Why no food being sold?
Merchant wants to sell food.
He used to sell food but stopped when nearby town stopped selling it.
He used to sell food but stopped when nearby town stopped selling it.
Why did town stop selling?
Closest town that does sell food is too farBandits burned down a field.
Why couldn't they prevent that?
Taxes made them too poor to afford military .
Why are there bandits?Why are the taxes so high?
New mine was discovered near the border by the player so a fortress is being built to defend it.
No one did the quest to kill them.
Beggars found a bunch of weapons that player couldn't carry.
Beggars found a bunch of weapons that player couldn't carry.
Why?
He can get there and back if he wants to but it'd take so long that the food would spoil.
So he's hungry because player found a mine, left loot behind and didn't do a quest to kill bandits and if somehow figuring out that it could be worded as saying that there's no food because of bandits lead by someone wielding a weapon with a specific name and the taxes for the new fortress causing there to be no one to deal with the bandits and then maybe saying that or maybe he should learn to hunt or get the merchant a faster transport and whatever other things that are issues but not so directly related to player.
Seems like it'd be quite troublesome to actually set up all the things to check and then somehow figure out a way to present the causes sensibly but after that it might work rather nicely assuming that the things aren't checked super often.
But how about when NPC travels to someplace and is simply happy about it what are the things he's glad of not happening?
- He was healthy enough to make the trip
- hasn't fought or was good enough to not get injured
- has no plague
- has eaten healthily
- hasn't needed one or had access to a doctor or such
- not too old
- He had sufficient travel supplies
- had boots, horse, carriage or some other traveling method
- didn't starve thanks to having enough food or having a way to procure enough on the way
- He wasn't attacked on the way or survived any attacks
- bandits were busy attacking someone else
- Path he used wasn't blocked
- weather was good
- Didn't have any too important reason to not travel
- not married
Also remembering past events would be important so an NPC could go I tried or wanted to do X a while ago but because of you I couldn't do that.
Making some sort of spreadsheet, flowchart, database or something where I could easily list all the things that could be checked might be nice but this is starting to get way too long and maybe a bit unfocused so I guess I better stop for now.
Hopefully this didn't end up too hard to read and understand but if I'm totally wrong about everything feel free to say so.