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LOGIC IN GAMES - WHERE DO YOU DRAW THE LINE?

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Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
The primary focus of this topic is going to be on NPC dialogue, though I'll touch on other aspects as well.

The question at hand is, how much logic is too much logic when it comes to deciding what your NPCs are going to say? To put it another way, I've decided that it's time to get serious about working on Tundra and one of my goals is not to have anything in the game that I can't logically explain in the context of the world I've created.

Which means I can't really take the traditional approach to NPC dialogue, because people you randomly meet in the street are pretty unlikely to blurt out that the magical macguffin of +1 awesomeness is located in that cave to the northeast that you should never ever go to.

What they are more likely to do is ask you why you're bothering them and then ignore your requests for information on the black-caped man.

However, this presents somewhat of a quandary since NPCs who tell you to get out of their faces and mind your own business don't make for a very fun or immersive experience. So I'm stuck trying to find a middle ground here.

My first idea was to allow the player to choose what they say to NPCs; this would require each NPC, however minor, to have some kind of "relationship" counter with the party which would determine how they react to you based on how you've been treating them. Which is awesome on paper but results in a shitload of mostly inconsequential variables for very little reward, as players generally don't give a shit what NPCs say in games.

My next idea was kind of an offshoot of this: the party (such as it is) will start out pretty much unknown (save for people who already know them; some NPCs will react differently to party members if they're, say, from the same town. I've never understood why NPCs have stock phrases when you're talking to them with someone who you recruited in the same town as them and presumably are either acquaintances or friends). Through the actions you take, the quests you do and whatnot, the party will gradually grow (in)famous, and the NPCs you help/hinder will tell tales of your exploits to other people, which will affect how they view you and subsequently the way they speak to you. This is an improvement upon the first idea, but still contains the same basic flaws.

I'm not even sure if it's possible to consolidate the conflicting facts that boring NPCs are useless and nobody really cares what NPCs say if they don't directly further the plot. I want to make "realistic" people in my world, but at the same time it's not really worth putting the effort in if nobody's really going to talk to them.

I've come up with some pretty crazy ideas that just wouldn't work in execution, actually--probably one of my most ambitious was to plan out a "storyline" for EVERY NPC IN THE GAME. So whenever you go to a town or whatever, everyone there is progressing through their own narratives and you'll see as much or as little of their individual adventures as you care to witness. This could be something as mundane as taking care of the kids to an NPC who's on a completely different quest to you and gathers their own groups of adventurers to go and accomplish it. You could see them in various places doing their thing and even choose to help them if you meet them at key points in their journey.

Does anyone else have any thoughts on how to keep NPCs and their dialogue fresh enough to not be mundane without requiring an amount of work and effort that isn't worth the gain you'll get from it in terms of the game itself?

This could apply to other aspects of the game as well. It's not "logical" to carry the kind of item list that most traditional RPGs have, but it's restrictive and potentially damaging to limit the player's inventory to something more realistic to what the group could actually carry. Do you value suspension of disbelief higher and have a portable shared inventory with no limit? (well, beyond the usual 99) or do you think that realistic simulations of what could actually be carried could have a place in a jRPG style game?

Same sort of thing with treasures. Unless there's a given reason for it (and there have been RM games that explained the treasure chests and stuff really well--see Master of the Wind for an excellent example that's blended seamlessly with the plot along with the saving mechanic) there's no justification for just having random chests full of money and items dotted around the world. They'd have been picked clean long ago by people who explored those places before you. And if you're the first to explore said place, who put the chests there?

At the same time, I find myself worrying that if I -don't- put random chests everywhere, people will think there isn't enough reward for exploring maps.
Regarding dialogue, I would like to see a game where the people on the street act realistically to some stranger stopping them to interrogate them about something that doesn't matter to them. Sounds like an awesome idea to me, make the player find that information somewhere else that makes more sense.
I'll skip ahead to the random chests thing. Don't try to think of things in those terms. Lets say there is a canyon that hasn't been explored in however many years. No, there aren't chests, but there could be ore deposits, petrified monster remains, rare minerals or herbs.

It doesn't have to come out of a chest to be valuable.

Back to NPC talking. I tried the "every npc is unique" route with one of my games and giving them all their little plot threads turned the entire project into a giant Gordian knot.

Having npcs tell you to shove off is not immersion breaking. Probably quite the opposite. Go ask ten people on the street to help you find something. You'll probably get a couple good answers, a couple brush offs, and some outright lying.

Maybe, instead of thinking of npcs individually, think of them in terms of classes. Npcs in the merchant quarter might be able to tell you where to find that smith who is just excellent at balancing swords and sharpening polearms, but people in the noble sector might be more inclined to talk about the fine silks they bought. Hell, they might even flip you a gold piece to get rid of you and be on their merry way.

For plot purposes, there would need to be some fairly knowledgeable people around. Maybe the npcs in their areas could point you towards them. "Magic sigils? I don't know anything about those, you might try Banduro at the ale house. Crazy old fool thinks he knows everything."

Maybe you could add in an inventory cap/encumberance to keep people from turning their party into a mobile junk shop? I like the way Dragon's Dogma handles this, actually. The more you carry, the slower you get. If you want to be a nimble thief, you shouldn't be carrying two bows, three sets of daggers, some back up armor in case you need extra flame protection and thirty gallons of cure all.
Many things to respond to:

author=Trihan
Which means I can't really take the traditional approach to NPC dialogue, because people you randomly meet in the street are pretty unlikely to blurt out that the magical macguffin of +1 awesomeness is located in that cave to the northeast that you should never ever go to.

What they are more likely to do is ask you why you're bothering them and then ignore your requests for information on the black-caped man.

Partly agreed here, but I think you're really selling people short here: If somebody walked up to me in the street and asked if I'd seen a person of a certain description (even if it weren't such a unique appearance), I'd take at least a few seconds to give them an answer as best as I could.

Now, I think it's unreasonable to assume that every NPC in the village would know this piece of information, and since most RPGs cut out the part where you ask them for the information, it comes across as everybody in town talking about one thing which shouldn't be that insignificant to them.

author=Trihan
My first idea was to allow the player to choose what they say to NPCs; this would require each NPC, however minor, to have some kind of "relationship" counter with the party which would determine how they react to you based on how you've been treating them. Which is awesome on paper but results in a shitload of mostly inconsequential variables for very little reward, as players generally don't give a shit what NPCs say in games.


This would be a good idea only if there's also something more meaningful to a good relationship with an NPC: For example, the .hack games allow you to trade items with pretty much every NPC in each town (sort of... it's a single player RPG that simulates an MMO, so these are supposed to represent other players). If you do something where most NPCs have an inventory of items they'd be willing to trade with you, they might also be willing to sell for less to someone with whom they've had extensive dealings. (I'd personally only implement this halfway: Some NPCs (including all shopkeepers) would be "Important" NPCs, with their own inventories, wealth levels, etc: These would be the ones you could build a relationship with. Most of the people would just be simpler NPCs who are less developed)

author=Trihan
My next idea was kind of an offshoot of this: the party (such as it is) will start out pretty much unknown (save for people who already know them; some NPCs will react differently to party members if they're, say, from the same town. I've never understood why NPCs have stock phrases when you're talking to them with someone who you recruited in the same town as them and presumably are either acquaintances or friends). Through the actions you take, the quests you do and whatnot, the party will gradually grow (in)famous, and the NPCs you help/hinder will tell tales of your exploits to other people, which will affect how they view you and subsequently the way they speak to you. This is an improvement upon the first idea, but still contains the same basic flaws.


I think this fits into a broader concept of having NPC dialogue that changes based on circumstances: You're talking about altering it based on party composition, but you could also change reactions based on world-changing storyline events, equipment (Talking about you, Cloud), or probably some other factors that I'll remember after hitting "submit".

author=Trihan
I've come up with some pretty crazy ideas that just wouldn't work in execution, actually--probably one of my most ambitious was to plan out a "storyline" for EVERY NPC IN THE GAME. So whenever you go to a town or whatever, everyone there is progressing through their own narratives and you'll see as much or as little of their individual adventures as you care to witness. This could be something as mundane as taking care of the kids to an NPC who's on a completely different quest to you and gathers their own groups of adventurers to go and accomplish it. You could see them in various places doing their thing and even choose to help them if you meet them at key points in their journey.


This reminds me of some (potentially apocryphal) stories about film director Akira Kurosawa. The guy paid attention to detail in some of the strangest places (in Tora Tora Tora, he once tried to get an entire aircraft carrier set repainted because the shade of white paint used on the set was slightly off from the one used on actual WWII carriers), with possibly the most relevant story being from the filming of Seven Samurai. Rather than casting "Extras" to play the villagers that the samurai are trying to protect, Kurosawa wrote little bios for each member of the village, assigned them to the "extra" actors, and informed them that whenever they were on the set, even if the camera wasn't pointed at them at the moment, they were to remember that they each had their own character who they needed to stay in-character for.

Naturally, more work would be required for implementing this in a game, since you'd need to write a full script rather than a bunch of suggestions.

author=Trihan
This could apply to other aspects of the game as well. It's not "logical" to carry the kind of item list that most traditional RPGs have, but it's restrictive and potentially damaging to limit the player's inventory to something more realistic to what the group could actually carry. Do you value suspension of disbelief higher and have a portable shared inventory with no limit? (well, beyond the usual 99) or do you think that realistic simulations of what could actually be carried could have a place in a jRPG style game?


I'd support limiting the inventory, both because of the realism factor and because it adds another dimension of gameplay:
- Want to bring an alternate weapon in case you encounter an enemy resistant to your main one? Are you willing to carry fewer healing potions in exchange for this extra level of security? (Although in-battle weapon switching is something that few RPGs do anyway).
- You found a new set of armour better than your old one? Want to sell the other? Are you willing to accept encumbrance penalties during the encounters on your way back in exchange for lugging that thing around? (In actuality, I'd support giving each character a "battle inventory" of what they're carrying on their person, with an additional "pack inventory" of things that are carried on mounts (or in packs that are assumed to be dropped at the first sign of battle), but is only accessible out of battle)

Remember, it's only restrictive and damaging to limit your players inventory if the rest of the game is designed with the assumption that they can carry as much as they want.

author=Trihan
Same sort of thing with treasures. Unless there's a given reason for it (and there have been RM games that explained the treasure chests and stuff really well--see Master of the Wind for an excellent example that's blended seamlessly with the plot along with the saving mechanic) there's no justification for just having random chests full of money and items dotted around the world. They'd have been picked clean long ago by people who explored those places before you. And if you're the first to explore said place, who put the chests there?

At the same time, I find myself worrying that if I -don't- put random chests everywhere, people will think there isn't enough reward for exploring maps.


Include many "off-the-beaten-path" mini-dungeons where stored treasures would be more likely: Guard posts, bandit dens, Dragon lairs, smugglers coves. Not too many (You want to reward exploration, not tell the player that whenever they need something, they can walk five yards in any direction and find a treasure trove)
Alternatively, claim that your world is home to many avid geocachers.
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
Glad you like the idea, Neverm0re.

I agree with you RE: random loot, Killer Wolf. I never said I wouldn't have other stuff dotted around, just that I think the concept of treasure chests in the middle of nowhere is fundamentally silly but it's such a staple of the genre that nobody ever really pushes the envelope there.

I want to make Tundra as realistic as possible in terms of character interaction/encumbrance/what you can find while travelling, without making the game less fun as a casualty. I recognise that sometimes the fun has to come first but I'm determined to break away from the standards that people tend to use simply because that's how it's always been done.
If you want realism, realistically people don't talk to every random pedestrian they meet.

What you can consider is that interacting with NPCs allows you see what the NPCs are doing, as opposed to having the protagonist interact with them. Earshot eavesdropping scenarios can give you want you need - passing knowledge onto the gamer without unrealistically having every person talk to the hero.

You could do this just to mix in with actual total stranger interactions between NPC and hero.

In my opinion, though, if you're making a game with traditional RPG mechanics, you do probably need some suspension of disbelief to make it enjoyably playable.

Even if you can square away dialogue, and items, there's always things you can question.
"Does sleeping overnight at an inn really heal my wounds?"
"Why are major roads, traversed by many people, so populated by killer predators?"

That kind of thing.
As for chest, it is plausible that you could find one near an overturned cart that was attacked by wolves; the owners have been killed and dragged away, and all of their stuff remains behind to be found by the next person to come along. You could totally have chests in the wilderness as long as they have a reason to be there.
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
Sauce: It's funny you should cite the inn example, because I had been considering the exact same thing with the intention that sleeping at an inn would not in fact fully heal your party. This actually plays in nicely with the concept for my battle system since the ABBS (as I've coined it) will support party members sustaining injuries to their individual limbs which affect their abilities in battle, which resting will lessen but not fully heal. It would probably take a combination of time and medical attention to fully remove them, but since this is a recent idea I haven't yet had time to explore how the systems will fully interact with each other if I do go with that.
For specific information dispensing, bartenders are notoriously good vehicles. The party leader flips him a coin, and out comes "Rumor is, the Magical MacGuffin of +1 Awesomeness is located in the north east cave, but nobody's ever returned to confirm it."
Meanwhile, if you're trying to fill a city, you can have moving/active NPCs not say anything, while stationary/behind-counter NPCs say/sell stuff.

On the treasure chest issue, yeah, treasure chests everywhere is dumb. Especially when you find Silver Swords of Sainthood in the forest.
There's no reason to not have the actual item you're finding laying around. Have a discarded helmet lying in the mine, or armor on a rack in the castle, or bag of gold on the jailer's table, or a stash of goodies in the Goblin Cave's secret room.
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
I must confess that the main reason I'm so eager to go down that route with the inn thing is to A) subvert a trope that nearly no RM developer has ever played with, and B) hang a lampshade on it in-game when you first rest at an inn while you have a companion, with Giya mentioning that a rest at the inn is just what he needs to see to his injuries, and his companion telling him not to be stupid because bedrest doesn't cure everything.
I'd say replace the roles that inns normally have with facilities that are actually dedicated to healing (magical or otherwise) and then have the inns function like save spots and/or checkpoints.
In terms of dialogue, I thought the Elder's Scrolls game did a really good job which you noted.

If you take out the "Relationship" factor and just work with dialogue choices, that'd be a good alternative. You can make NPC's more/less responsive based on personality and now they're not just babbling. Also, keep in mind that in prior generations people were very friendly with their neighbors, irregardless of how well they knew them.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
irregardless isn't a word, bro.

Personally my solution is to just not include any NPCs that aren't either selling something or involved in a quest. If there are NPCs who aren't involved in anything you're doing, they just can't be talked to. Though in the past I definitely did do the thing were people gave you info or provided atmospheric dialogue, often after you barged into their houses without knocking.

I've seen a lot of newer games like Diablo 3 or FF13 that have sort of a middle ground - you can't talk to people who aren't involved in what you're doing, but if you walk past them, you can hear what they are saying to each-other. Voice acting in games is what triggered this phenomenon, but you can do it with dialogue boxes too, as long as you set your game to let the player keep moving while the message boxes are shown.
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Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
I think I've got enough ideas from this topic to implement something that'll be cool to experience in the game but won't take as much work as a full-blown personality/itinerary/relationship level for each and every person you come across.
Honestly I love your ideas, and yeah you're right that would take a lot of work and a pretty long time, but i mean it would be fun right?? Me personally I actually talk to the NPC's in the RPG games i've played it's pretty rear I don't talk to the NPC's. My buddy's actually hate the way I play because at times i'll actually sit there and wont leave an area untill i've talked to every NPC walking around or in a home. I love the idea you had about them telling tales about your quest, but that's just me. ^_^
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
Glad you like them! And I'm exactly the same. I will obsessively hunt down every NPC I can find on the offchance that they're a secret party member or will give me some clue about a magical macguffin.
Haha right, I guess it's just OCD but I always think that there is going to be that one NPC that is going to give you the secret to life or something and I am going to find it haha.
I guess this has a lot to do with the way you want your towns to be, because if you want the typical approach of the handful of houses per town, full with regular people going on about their everyday lives, things are probably not going to look very believable. That random person whose house you just barged in it's not going go tell you about the magical macguffin+1 hidden in the cave up north; but the Archeologist at the museum probably will... For a fee, maybe.

I like when you can access only certain parts of a town/city or perhaps even just individual buildings, where there's people who can actually help the protagonists in a specific way. Police officers, Doctors, Politicians, you name it... Of course you can always have like a bar or a park to interact with random strangers if you want.

And on the subject of treasure chests. I think you should discard entirely the idea of putting random chests on tedious-long dungeons. Screw "exploration"; that's too old fashioned! ...There're lots of better and more creative ways to reward players for well, playing well, rather that for wasting their time going in circles in a maze.
True but to the traditional gamer especially RPG vets, we love to explore it's just part of the fun and frustration. I mean you take that away and all you have is every other game. I do agree with you there are other ways to reward the player but don't forget fantasy, exploration, getting lost in the game basiclly is the reason we call play this games. Right??

In saying that I do agree with the whole barging in the house thing most people would really be mad at that haha, but maybe you can unlock certain doors by making friends with the people that are outside the house that live there you know. Like help kill a monster or if you wanna get realistic helping someone with the groeries haha you know and the door unlocks. I don't know just throwing out ideas.
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