Castle Paradox Forum Index Castle Paradox

 
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 
 Gamelist   Review List   Song List   All Journals   Site Stats   Search Gamelist   IRC Chat Room

Methods of Personality Development in RPGs
Goto page Previous  1, 2
 
Post new topic   Reply to topic    Castle Paradox Forum Index -> The Arcade
View previous topic :: View next topic  
Author Message
Mr B




Joined: 20 Mar 2003
Posts: 382

PostPosted: Wed Mar 22, 2006 1:28 pm    Post subject: Reply with quote

LeRoy_Leo wrote:
It seems that building a story and characters from the bottom up and/or as you play is the best way to keep story and gameplay from killing each other.
If you have a predefined story but characters that players can mold, you get an incompatable character. If you have an undefined story and defined characters, you get an incompatible story. WOOHOO!
Don't go there. <.<


True, I suppose. At least, a defined story with undefined characters would pose a problem for players who generate character who don't fit the story.

An undefined story with defined characters would in many ways act like a defined story, because defined characters would limit what the player could actually do with the story, reducing flexability.

What about an undefined story with partially defined characters? Say, for example, the main player-identified character is initially undefined, while the other characters are defined but flexible? In this case the player could modify the PC howsoever he chose, and influence the peripheral characters to some degree. Perhaps each peripheral character has one potential life-changing experience that could change their personalities in any one of several ways, and the PC can influence how that happens. I just think it would be rather difficult to have a convincing game where all twelve to eighteen characters start out without defined personalities (unless that fact was central to the plot...).

As far as an undefined PC goes, I think it would be interesting to see a character that could go any number of different directions, but is forced to become more and more tightly defined as the game progresses. This would probably dispense with the entire morality slider. Certain plot events in the story would be used to force the player to define the character, with the first events finalizing large aspects of personality, and the other events progressively fine-tuning the character. For example, the first major character-developing plot event could force the player to decide what kind of personality the PC has -- subtle, pushy, withdrawn, humerous, etc. The next would force the player to decide which faction the character identifies with. The next could determine the relationship the PC has with the major personalities on that faction, and so on.

If done cleverly, maybe this could reduce the problem of players making characters that don't fit the story. The player can still develop a character, but within guidelines.

On the other extreme, what if players could customize the character at the beginning of the game, not only for stats, class/subclass, skills, etc., but also plot developments? (this would be for an undefined story) For example, the character gets thirty plot points while being created, which the player can spend on different story potentials. There could be a love-interest slider, which can be set from 0 to 5 love interests, each tick costing five plot points. The player must choose between different childhood options, such as happy childhood (3 points), parent died (4 points), orphan (7 points), parents killed by bad-guy (10 points). The player must chose the character's role, such as nameless adventurer (3 points), descendant of famed persona (5 points), or The Chosen One (10 points). The player could have a social-class slider from peasant to royal, each tick costing a certain amount of plot points.

Huh, what if the story itself could be customized like that? Doing so would reduce the surprise factor for the players, but it could be fun to design your own story. Choose the type of villain, his powers, ancestory, method of ascent (aliens, zombies, political intrigue). Good luck programming the game to take it all into account...
Back to top
View user's profile Send private message
Moogle1
Scourge of the Seas
Halloween 2006 Creativity Winner
Halloween 2006 Creativity Winner



Joined: 15 Jul 2004
Posts: 3377
Location: Seattle, WA

PostPosted: Wed Mar 22, 2006 7:56 pm    Post subject: Reply with quote

That would be hilarious. Throw in a random plot-twist generator and you have yourself a game.
_________________
Back to top
View user's profile Send private message Visit poster's website AIM Address
Battleblaze
Warrior Thread Monk




Joined: 19 Dec 2003
Posts: 782
Location: IndY OHR

PostPosted: Thu Mar 23, 2006 6:56 am    Post subject: Reply with quote

Quote:
So, what if a game had prewritten personalities, but the interaction between characters could vary? On a simple level, let's say each character had a like-meter towards every other character. The events and decisions that occur could affect their attitudes towards each other, thus tending to affect their interactions.

You play Tenchu Muyo and spend all ur time doin the you know what with all the you know whos (ESEXALLDAYLONG) XD YES!
____________________________________________________________

In CPVS you really aren't going to get the full scope of the story until you're well into the game. And the first half of the game is the main character finding himself, and making bonds with the characters of the world and getting to know the world itself. Then throw a ymir sized monkey wrench in the plot.

So in a way the plot thickens just like the main character's personality, like Lele say.[/quote]
_________________
Indy OHR! and National OHR Month Contest going on now!

"Aeth calls PHC an anti-semite; PHC blames anti-semitism"
-squall
Back to top
View user's profile Send private message Visit poster's website AIM Address
Setu_Firestorm
Music Composer




Joined: 26 Mar 2003
Posts: 2566
Location: Holiday. FL

PostPosted: Thu Mar 23, 2006 7:35 am    Post subject: Reply with quote

The idea, though, is to plan all of these things in the game's pre-production development. If you plan out how you would work out having moldable characters in a defined story, than you're good to go (the Baldur's Gate games give you this freedom). However, if you want a moldable storyline, then you have games like Fable and Saga Frontier 2.

Personally, I would tend to stick with predefined characters along with the character chemistry involved, and focus creative efforts elsewhere.
_________________


Facebook: http://www.facebook.com/georgerpowell
Newgrounds: http://setu-firestorm.newgrounds.com
Back to top
View user's profile Send private message Send e-mail Visit poster's website AIM Address MSN Messenger
LeRoy_Leo
Project manager
Class S Minstrel



Joined: 24 Sep 2003
Posts: 2683
Location: The dead-center of your brain!

PostPosted: Fri Mar 24, 2006 12:19 am    Post subject: Reply with quote

Before I forget, let me jot this down... Forgive me if this sounds repeditive... Part of brainstorming, after all, is to state as many ideas as possible.
Have defined characters, but a custom story with a strong, solid point to it (Story begins and ends the same way). The player may choose the actions/descissions of the character in question based on their predefined character/what they would do and the story, but never deviates from their character. So the story can be different each time the game is replayed. That's what we want, the game has to have a strong replay value. Ok, I don't claim this to be an original thought, but it would probably be the compromise we are looking for. Player can't screw up the character or the story. That's the plan.
_________________
Planning Project Blood Summons, an MMORPG which will incinerate all of the others with it's sheer brilliance...

---msw188 ---
"Seriously James, you keep rolling out the awesome like gingerbread men on a horror-movie assembly line. "
Back to top
View user's profile Send private message Send e-mail Visit poster's website AIM Address
Gizmog1
Don't Lurk In The Bushes!




Joined: 05 Mar 2003
Posts: 2257
Location: Lurking In The Bushes!

PostPosted: Fri Mar 24, 2006 4:28 am    Post subject: Reply with quote

I don't think I like that plan. Ever played D&D? That's just being railroaded around. Like lots of games, where you get an option "YES/NO" and if you say no, you get like "I URGE YOU TO RECONSIDER YES/NO", repeat until the player hits yes, and that's not fun. You don't have to give the player choices, but don't give them the illusion of choices if they really have no say in how the story is going to turn out, short of dying.

EDIT: Wait, perhaps I misread. Are you suggesting that both choices would be in character choices for the character? That Batman might have the choice of tying the Joker to a post, and letting the police capture him, or Bat Gassing him, and putting him in prison himself, but that he wouldn't pull out a gun and shoot him?
Back to top
View user's profile Send private message Send e-mail AIM Address
Setu_Firestorm
Music Composer




Joined: 26 Mar 2003
Posts: 2566
Location: Holiday. FL

PostPosted: Fri Mar 24, 2006 8:24 am    Post subject: Reply with quote

Well, Giz, that depends on who's D-M-ing. I suppose traditional DMs would be so damned linear that it kills the fun of the game, but some DMs are like my brother.

What my brother tends to do, as far as DMing goes (and LeRoy, you may find this suggestion mildly useful), is creates a very vague plot. My brother is naturally thorough in everything, but he purposely creates a loose plot to where something will happen one way or another, but he leaves everything about how the characters get from Story Point A to Story Point B to the players.

He never pushes them into making decisions against their judgment, but works around the players' styles to fabricate, on the fly, scenarios to get the plot to continue despite how strange or random the players' choices may be.

Having a solid inner plot but soft, flexible scenario events that carry it out are probably the best thing for you to do if that is the type of gameplay you're aiming for.
_________________


Facebook: http://www.facebook.com/georgerpowell
Newgrounds: http://setu-firestorm.newgrounds.com
Back to top
View user's profile Send private message Send e-mail Visit poster's website AIM Address MSN Messenger
Mr B




Joined: 20 Mar 2003
Posts: 382

PostPosted: Tue Mar 28, 2006 3:20 pm    Post subject: Reply with quote

As far as the problem of players generating characters that don't fit the game, could it be solved by making failure just as interesting as success?

Think about Myst for a moment -- everyone I know who played it went through all the endings, not just the "right" one, even though it was generally pretty obvious what the player should do. Failure was pretty interesting.

This would be substantially more difficult for a game with NPCs to interact with, but perhaps it could at least reduce the probability of characters that don't fit into the story.
Back to top
View user's profile Send private message
LeRoy_Leo
Project manager
Class S Minstrel



Joined: 24 Sep 2003
Posts: 2683
Location: The dead-center of your brain!

PostPosted: Tue Mar 28, 2006 6:37 pm    Post subject: Reply with quote

Gizmog1 wrote:
Are you suggesting that both choices would be in character choices for the character? That Batman might have the choice of tying the Joker to a post, and letting the police capture him, or Bat Gassing him, and putting him in prison himself, but that he wouldn't pull out a gun and shoot him?


That is, more or less, what I meant. Sorry if I was a tad unclear. Sad...
I'm like that.

Think, they would be descissions that fit the character, but they can be slightly different. I see what you meant before. I just died while watching that episode of Futurama where Fry was at the new Calculon movie and he chose A. Go to the action scene with lots of explosions instead of B. Stay and do more boring paper work, and the computer said, "You picked B!".
"No I didn't."
"I'm almost certain you did!"

Hm. I think Mr B's point is solid too. Aside from the thought that we would probably need at least a team of 10 people to handle all the dialog and shit. Not really, but you probably see how it would be a daunting amount of work to make every instance different.

PS: Never played Mist... so maybe it's more possible than I think...
_________________
Planning Project Blood Summons, an MMORPG which will incinerate all of the others with it's sheer brilliance...

---msw188 ---
"Seriously James, you keep rolling out the awesome like gingerbread men on a horror-movie assembly line. "
Back to top
View user's profile Send private message Send e-mail Visit poster's website AIM Address
Mr B




Joined: 20 Mar 2003
Posts: 382

PostPosted: Thu Apr 06, 2006 10:57 am    Post subject: Reply with quote

Yeah; the end-game decisions in Myst were made really in the final few minutes of the game.

Making failure interesting would be quite different for an RPG than for an adventure game, because RPGs depend on investing a lot of time and strategy into character optimization. There would have to be a differentiation between story-failure and gameplay-failure (adventure games combine the two).
Back to top
View user's profile Send private message
Joe Man




Joined: 21 Jan 2004
Posts: 742
Location: S. Latitude 47°9', W. Longitude 123°43'

PostPosted: Thu Apr 06, 2006 11:20 am    Post subject: Reply with quote

I don't think I've thought about gameplay vs. story failure... Personally, I don't care much for elaborating on failure, as nobody's really trying to get there anyway, and nobody wants to see a long drawn out scene saying "YOU SUCK LOSER."
Back to top
View user's profile Send private message Send e-mail
Kederaji Tajorn




Joined: 04 Mar 2006
Posts: 15

PostPosted: Sun Apr 09, 2006 4:56 pm    Post subject: Reply with quote

Jumping in here.

Story failure has always been an interesting topic for me. I've always wanted to see a game where it was possible to succeed when you thought you failed, or fail when you thought you succeeded. Perhaps in that final boss battle, it is possible to be defeated, and yet still have the outcome of the game be victory, or perhaps you slay your foe, but in doing so, seal your own defeat. However, the only game I can think of that could end like this was Bard's Tale (which happens to be one of my favorites, because the axe-guitar owned.)

Joe Man: that all depends on how you present the failure, I think, and whether you're just making a game or trying to tell a story with it. Like Mr B pointed out, Myst was almost as much fun to fail as it was to succeed.

I guess the deal for me is that I like to focus on story. The game could be the most awesome redux of Prince of Persia, but if the story sucks, I'll stop playing within the third hour. Ask the people who wrote the original Neverwinter Nights campaign about that one. Raspberry!
_________________
Kederaji Tajorn
--------------------------------------------------------
<MikeCaron> omg, people are moron
<MikeCaron> that's my new slogan
<MikeCaron> "People are Moron"
Back to top
View user's profile Send private message
Setu_Firestorm
Music Composer




Joined: 26 Mar 2003
Posts: 2566
Location: Holiday. FL

PostPosted: Mon Apr 10, 2006 5:32 am    Post subject: Reply with quote

Yeah, really I'm more believing in good balance. I've played games like Baldur's Gate (Shadows of Amn to be exact), and it was soooo much story that I felt like stabbing my eyes out with a pencil.

Heheh, even the dialogue was cheesy. Everytime I heard the stereotypical brute warrior dialogue, I could only picture a table with geeks in Computer Club T-shirts, glasses, and afros snickering about how to have the different alignment responses.

That game drove me nuts, even though I believe story is a detrimental part.
_________________


Facebook: http://www.facebook.com/georgerpowell
Newgrounds: http://setu-firestorm.newgrounds.com
Back to top
View user's profile Send private message Send e-mail Visit poster's website AIM Address MSN Messenger
Mr B




Joined: 20 Mar 2003
Posts: 382

PostPosted: Tue Apr 11, 2006 11:30 am    Post subject: Reply with quote

Yeah... If you could fail in the story, but still have a dramatic battle ending, it could work. The only problem I would see is if you fail in the story, spend ten hours working through the failure storyline, then end without a final boss battle. People would kill.

As far as a random plot generator goes, it could be done, though the results would be rather superficial. The story would have to be generated in terms of structural design, not content.

Computers are decently good with handling structure. They are impossibly stupid with content. That's why MS Word will correct me when I use an extra comma in my chem lab report, but it won't make a peep when I write "bidet" instead of "buret." ( <-- true story)

First you'd need to generate the general, overarching plot. For the purposes of an RPG, this would be a variation on "save the x". The specific "save the x" plot requires an ultimate goal (x), a peril, and a method of defeating the peril. The ultimate goal can be randomly selected from a list -- one of the most popular choices is "the world." The peril would probably vary depending on the ultimate goal (so it might actually be a subset of the ultimate goal), but that's a technicality. The peril would be selected from a list -- alien invasion, is one, dark villain is another. We'll choose "dark villain." The method of defeating the peril is probably a subset of the peril, but that's also a design technicality. Anyways, the basic form would be "gather [x] [y]s". It could randomly generate "gather five rods of ancient doom".

What you'd do is generate a net of plot objects, each of which provides the needs for another plot object while potentially creating a need for yet another randomly-generated plot object. Some plot objects would also generate game-world entities, such as NPCs and objects.

Combine this with a randomly-generated game world and you'll have something infinitely varied and rather shallow. And hard to balance. It all depends on how you handle it.
Back to top
View user's profile Send private message
Mr B




Joined: 20 Mar 2003
Posts: 382

PostPosted: Wed Apr 12, 2006 12:05 pm    Post subject: Reply with quote

Actually, story elements would need to possess chronological arc data as well as the actual content. Basically, not only what happens, but when.

A completely random story would probably be difficult and disappointing to players. If randomness were done it would probably be done best as randomizing little things that are contained within the unchanging larger story/narrative/gameplay structure.

That is, the larger story would be quite rigid; here is the world, here is the situation, here is the threat. All of the necessary roles would be present -- good-guys, bad-guys, kingdom, empire, aliens.

The designers would give the story a list of all of the mandatory (but not character-specific) roles and their mandatory interconnections, but they would not directly assign them to the characters. Instead, the player's actions would determine (or largely influence) what character took on which role. Each character would start out ambiguous or undefined such that they could fulfill a number of the different roles. The player's actions would decide what role that character adopted, reducing the potential roles for the other, not-yet-completely-defined characters.

For example, let's say that the player enters the threatened kingdom of Valforde. The kingdom has a king, a queen, a prince, an advisor, a military commander, etc. The developers decided that the king is a good-guy, that the kingdom is threatened by political intrigue, that there is a loyal person, a traitor, a person who distrusts the king, and a person who gets killed attempting to foil the plot. The king's role is entirely predetermined by the developers. The queen is permitted to be either the "loyal person" or the person who gets killed attempting to foil the plot. The prince can be the person who gets killed or the one who distrusts the king. The advisor and the military commander can be the loyal person, the traitor, or the distrustor.

It's rather like a box of play bricks. The developers determine what bricks exists and their broader restrictions, but the player attaches them to different characters. Of course, the developers can determine any characters' roles as specifically as they like in order to change the desired level of detail in the story.
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    Castle Paradox Forum Index -> The Arcade All times are GMT - 8 Hours
Goto page Previous  1, 2
Page 2 of 2

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group