- May 3, 2018
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That's again assuming I want to make a 'generic' system that can handle complex situations, or be ready to handle something it wasn't prepared for. Your example of "statement" "question" or "factual" is still too specific (thus complex) compared to what I am thinking. Instead, what I am thinking of limiting the complexity of the situation, by basically just doing a normal VN. But instead of being limited to good, mean, neutral dialog choices, or picking oral or normal sex, options depend on context and mood. Instead of mapping out a dialog tree and making a story that has multiple endings, it's the same thing, BUT it introduces a new game mechanic.You could suggest using fewer, but more generic and widely applicable traits. Like "statement" and "question", or "factual" and "subjective". By definition though, the more widely applicable a trait, the less information it carries, and the less useful it is. I don't think you can sidestep the complexity problem, no matter how you slice or dice it.
say in a vn there is only one right option for a particular ending you want, however you can't figure out which and where this line is, and maybe you totally disagree that X line should generate Y reaction from the characters, so you never would have figured it out because it was a nonsense choice. I have had to deal with this in some VN's.
instead, what if the dialog options were not fixed, but could be swapped out with different options, that matched the conversation. Well why would I want to do that, how does it make the game better, as you often point out? Does having more dialog options or more context better make a better gameplay experience. I say no, it won't, people won't even notice it, even if they replay a few times they will never notice it. So then what is the advantage of this?
Originally this was for a trainer game, that could be played in different ways with players having different goals or experiences they wanted, and naturally like many other creators I wanted to accommodate for this somehow. like any story with multiple endings, you have to figure out all the different paths to get there. in the case of a trainer game and the case of my AI that I've been mentioning, the key thing that controls this path is the mental state of the target NPC, as they become 'trained'. so you could simply organize your notes by personality traits the character develops, and plan out how the story progresses and you plan every line.
However, usually with VN everything is pretty straight forward, auto click your way through the walls of text, make a choice, repeat until you make it till the good xxx stuff and then the end. In my case, what if you first have to unlock the right dialog options before you get to the major story point scene that causes the story to unlock new stuff or progress. In the case of trainer game, you have various gameplay mechanics, ie actions you do to or with characters to get them ready, ie you train them, to unlock new options. This similarly inspired my system, where actions or what the character chooses to do affected the target NPC, and eventually make or hide options. With how you choose to interact with the character being the main game mechanic (rather than focusing leveling up love by buying her presents).
Since this was inspired to be a trainer game, most of the time you are the bad guy, but most people want to play the good guy, so to offer a good guy solution I tried to use dialog options as an mechanic to get a good guy ending. Just as actions could have certain properties (ie normal sex vs butt stuff vs other humiliating acts), I could do the same to dialog options. Such as if you are talking about sex with a shy girl, she could be embarrassed since she could have a low familiarity or comfortability to the subject. I was talking about it with Cul, it is about 3 dimensional (with positive and negatives) in describing a range of personalities and ways of responding to situations. with about 4 to 6 final dimensions of possible mental states.
I was showing Cul the math and it generates far more possibilities than what any human could possibly fill up. Instead, to reduce complexity this goes to what I mentioned before, plan this like a vn. start with a finite state machine, which each state being a major story point and what the NPC attributes should be at that state or what it takes to get in. in each state you can unlock key major story points and dialog options. inside of each state can be a sub state machine to allow player to progress to each of the different other options but also be able to backtrack if they need to ( ie apologize). The idea being you can see the reaction of the NPC, and rather than hoping you pick the right option (because you didn't really read the walls of text the author made), you can instead try to gauge their reaction to make your choice. hell you could unlock skills and upgrades now that I think about it so that you can prob. for more information, ie being smart and asking hypotheticals so its not obvious you want to ask something. but you could always go back before you lock yourself into a new major branch of the story. ie try to win your first girlfriend back (possible in to do so across different major finite state? idk I'll have to explore this more).
absolutely, we all assume that we all agree on the same definition of words.Another possible issue is communicating the game state and behavior to the player, so they can make informed decisions, especially if your game is not standard in any way. It's tempting to leave them to naturally interact with the NPCs as if it was a real person, but that might bite you in the ass once the NPC doesn't behave realistically.
now this, this is going to be the hard part, because I haven't made any mock ups that go far enough in depth, I haven't a clue how this will work overall. For example, maybe I can only really think of one storyline that is true, one way the character should developed, and all the other ones feel wrong and out of character, and this could make it hard for me to make a story that could branch out in multiple ways. The only way I could do this and not be paralyzed by this way of thinking is to focus more on how to emulate particular fetishes or goals different players want to achieve. right now my current mock up game idea using this system focus on one good guy branch, with a few branches to other endings should a player want a particular focus that just so happens to run parallel with the good guy behavior at first.Other classic problems common to all games are providing challenge to the player, pacing of gameplay and story, telling an interesting and coherent story. If it's to be a good game, your system should account for all of those.
while breaking things up into reasonable finite states will be key to trying to map out the progression and pacing of the game, starting with the big concept ideas and working down to the details, even if the mechanics work perfectly, it will be up to the skill of the writer or planner to be able to effectively map out the story arc and necessary character progression. If anything progression will be faster than expected as well as slower. slower for when players need to backtrack, and faster for when a character enters a finite state with most of the requirements already high enough to move onto the next state. But if you have already worked to get a girl or npc to a certain mental state that unlocks these other states, even if it is faster than expected (possibly even skipping important information?) then wouldn't it seem smooth to have the story continue to progress and not stall just because you still have 20 dialogs you don't want to miss, because 'reasons'.