Sunday, April 8, 2012

You probably wouldn't be interested, but hey, this stuff excites me

So I was talking with several people on Lemmasoft Forums about player interaction in games. A fellow game programmer mentioned that they do most of their story paths (for those of you who don't know this kind of lingo, story paths are forks in a plot that take the story in a different direction depending upon your choices in the game) by using variables to mark the decisions that the player makes.

Let me explain:
Let's say Judy is playing a game and she picks a snarky dialogue choice. She thinks nothing of it at first, but as she continues onward in the game and she continues to pick snarky dialogue choices she finds that her character's choices become more and more snarky.

That is the context that the player experiences. What goes on behind the scenes in the code is different. Basically your character in said game is set up with several attributes...how about "Kind", "Snarky", and "Cruel". At the beginning of the game each of these values is set to zero. Whenever the player makes a choice inside the game that follows one of the listed attributes, the game programming adds 1 point to the corresponding attribute. So basically as you continue to pick a certain style of choices, the ending you get will follow the highest attribute rating. It is utterly brilliant!


The reason I bring this up is that I think I am going to implement this kind of coding into what I call the "Interaction" quests in Mutagen. It will make things sooooo much simpler in the long run and it will prevent things from getting cut out to save complexity headaches, which means more content for you all! ^.^

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