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Programming / Re: Breaking Items
« on: June 12, 2012, 08:27:51 PM »
"My wand of polymorph was in a terrible huff on Wednesday and would only turn things into pink ostriches, no matter how I begged and pleaded."
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I think it's important to think of what level of interactivity you want in the town. If you are going to allow the player to try to steal items from merchants for example, that process would seem a lot less compelling in a menu form where you click the steal button. If the player is able to recruit party members, it might be more interesting to see them walking around. The question is whether or not the act of exploring/interacting with the town is fun and interesting, or if it would be better to make the process fast, cut and dry in a menu. From my experience, walking around the town can be a very fun part of a game, especially if it is well designed and random enough to keep me entertained.
I'm having a lot of fun with my project. Makes me wonder why I ever quit coding in the first place. Maybe I just needed the break?
So no coding hell here. Coding bliss? That just sounds wrong....:-)
Welcome, Luke. I shall add Snarglequest to the list of actively developing roguelikes on the next pass.
Moria you say? Perhaps you heard about its variants maybe? I am kind of curious how popular was BOSS in the old days.
Besides being a fan of game design and the roguelike genre I like to write quite a bit. But for some reason I hate story driven games. It's part of what brings me to roguelikes in the first place. I get to create my own narrative.
However, science can solve everything. There have been some very good academic studies about story telling.
The hardest problem in designing a narrative on the fly is that many players aren't going to anticipate what is expected of them, no matter how many clues are given. The stereotypical MMORPG quests have become the norm precisely because they are almost impossible to fail outright: this has to do with their simplicity and avoidance of any real decision-making. If you want to design a good narrative, you'll need to design a whole slew of open-ended quests. This, all by itself, has some challenging considerations:
- To what extent do we allow the player to fail a given quest? The only "true failure" could be death, or it can relate to time, context, or a simple lack of power to prevent something from happening.
- Should a quest's failability depend on its gravity relative to the overarching goal? Making "important" quests harder to fail can be an abrupt change in the narrative: however, not pushing a player toward the goal may make them forever clueless as to its existance or solvability.
- How many different kinds of failure should be allowed? There are many shades of gray between "completing a quest" and "failing to complete anything related to the quest". Adding these shades, however, can complicate the narrative by a lot, and each case must be considered (especially as to whether or not it will ultimately aid or deter the player from the goal).
I think one of the more interesting ways to apply a character narration without necessarily involving literal "go do this" is to have the game subtly change itself depending on the character's interactions with it. Wipe out a bunch of orcs? They'll probably put a bounty on your head. Save a princess from some bandits? I wouldn't be surprised if royal messengers start searching for you and asking for help.