TOWN/VILLAGE GAME MECHANIC
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Hey everybody, I'm currently working on a game about Amazon warriors. And right now the story is in good shape. The combat is pretty fun, but simplistic, so I'm trying to think of a new feature to add content to the game.
My mind is leaning towards adding some kind of "village reputation" mechanic. The characters frequently have to complete quests by visiting various towns. So maybe building up a "rep" with local villagers could make quests easier (or harder), and unlock items or side quests. That's my big idea right now, but if anyone else has a cool idea they'd like to share I'm all ears!
Right now I'm trying to brainstorm and investigate all possibilities. (I'm less interested in making the battle system more complicated. I want to give the player something fun to do outside of battle. And maybe give them an incentive to interact with NPC's more.)
Any ideas or suggestions? :)
My mind is leaning towards adding some kind of "village reputation" mechanic. The characters frequently have to complete quests by visiting various towns. So maybe building up a "rep" with local villagers could make quests easier (or harder), and unlock items or side quests. That's my big idea right now, but if anyone else has a cool idea they'd like to share I'm all ears!
Right now I'm trying to brainstorm and investigate all possibilities. (I'm less interested in making the battle system more complicated. I want to give the player something fun to do outside of battle. And maybe give them an incentive to interact with NPC's more.)
Any ideas or suggestions? :)
Perhaps have each character come form a different village, and the higher you make the reputation, the stronger one of their skills will become? (use a variable for the Rep, and have that influence the skill power).
If you want to implement a reputation system, I'd definitely consider making the dialogue of many, if not all random citizens change depending on how highly regarded you are in that location. Making the player feel like their deeds are actually acknowledged by other characters in the game, rather than being repaid with some shiny prize and then forgotten about forever, will make interacting with NPCs feel much more rewarding.
(If you'd like assistance implementing this sort of system on the writing side of things, I'd be happy to offer my services.)
(If you'd like assistance implementing this sort of system on the writing side of things, I'd be happy to offer my services.)
Expanding on what Desertopa said, a good idea would be to build the sidequest depending on how well respected your character is on that town, starting with a very minor and relatively easy sidequest (ex: find a lost toy for a child)and gradually move towards more complicated sidequest from more respected NPC (an herbalist asking for plants, the blacksmith for metal, and eventually the major!). If you really want to be coy, add a line like "I heard you helped 'X', could you help me too please?". That way you give the illusion to the player that their choices actually chain together, and you can use the same variable and everything!
Also, try it would be great to have "dialogue challenges", where instead of fighting, you are given a dialogue tree and you have to select the "right" choice to get what you want. You can base them on the INT, LUCK or STR stats (or your game equivalent), so the more intelligent your character is the more options they get (or less options they get, so they have a higher chance to get the right choice). EX: you have to get certain item from an NPC known to be a coward. You can Intimidate it (STR), Bluff him (LUCK) or reason with him (INT).
Also, try it would be great to have "dialogue challenges", where instead of fighting, you are given a dialogue tree and you have to select the "right" choice to get what you want. You can base them on the INT, LUCK or STR stats (or your game equivalent), so the more intelligent your character is the more options they get (or less options they get, so they have a higher chance to get the right choice). EX: you have to get certain item from an NPC known to be a coward. You can Intimidate it (STR), Bluff him (LUCK) or reason with him (INT).
author=Jess24
Also, try it would be great to have "dialogue challenges", where instead of fighting, you are given a dialogue tree and you have to select the "right" choice to get what you want. You can base them on the INT, LUCK or STR stats (or your game equivalent), so the more intelligent your character is the more options they get (or less options they get, so they have a higher chance to get the right choice). EX: you have to get certain item from an NPC known to be a coward. You can Intimidate it (STR), Bluff him (LUCK) or reason with him (INT).
Personally, I'm not a fan of games with an INT stat which affects options in gameplay. Whereas things like strength and dexterity and stamina are totally distinct from personality, intelligence is very intertwined with how an individual behaves.
When a character's statistical "intelligence" isn't a factor in how they respond to in-game dilemmas, as a designer, you're free to either make them blank slates for the player to project onto, or distinctly written characters with their own unique personalities. Making part of their personality beholden to their statistics takes some of that power out of both the player and the designer's hands.
The fact that video game characters often see their "intelligence" spike through the roof over the course of their games, without a corresponding change in how they act, is also one of my least favorite invocations of Statistically Speaking, which is why I favor replacing it with a Magic stat.
Making options depend both on reputation and on stats is, I think, also liable to overcomplicate matters. At least in Eastern style RPGs, where the protagonists tend to grow comprehensively rather than in a few specific parameters you choose to focus on, once a character reaches a significant level, compared to an ordinary person, all their stats can probably be lumped together under the heading of "high." If the locals know you're badass enough to slay the Marauding Gorilla-Dragon, then the technicality of your Strength stat probably isn't going to matter to them.
The fact that video game characters often see their "intelligence" spike through the roof over the course of their games, without a corresponding change in how they act, is also one of my least favorite invocations of Statistically Speaking, which is why I favor replacing it with a Magic stat.
Making options depend both on reputation and on stats is, I think, also liable to overcomplicate matters. At least in Eastern style RPGs, where the protagonists tend to grow comprehensively rather than in a few specific parameters you choose to focus on, once a character reaches a significant level, compared to an ordinary person, all their stats can probably be lumped together under the heading of "high." If the locals know you're badass enough to slay the Marauding Gorilla-Dragon, then the technicality of your Strength stat probably isn't going to matter to them.
I always considered INT to be more along the lines of "numbers of spells I know/weaknesses of the monsters/everything else that could be useful in a fight" than with the actual intelligence of the person in question, so it never bothered me too much. And, you also have to take into account not only how intelligent a person is , but also how they are socialized, similar to how Klingon Scientists Get No Respect; and what their emotional intelligence is, since there are plenty of Insuferable Geniuses as well as Gentlemen and Scholar kind of characters. As such, the important thing is about how consistent characterization is and less about the actual number of the stat.
However, I do agree with you that a having sidequest based on reputation and stats could get confusing. Maybe change the requirements to needing a certain reputation AND level before accepting a sidequest, instead of a specific stat.
I think that reputation alone is probably sufficient to create an interesting and in-depth experience in towns. Whereas a lot of existing games implement a "reputation system" which is essentially a spectrum where your reputation is either good or bad, in a slightly less open game (which doesn't allow you to influence your reputation by, say, slaughtering random NPCs and such,) you can implement it as a system of event triggers where NPCs take note of and respond to the specific things you've done.
author=Jess24
Expanding on what Desertopa said, a good idea would be to build the sidequest depending on how well respected your character is on that town, starting with a very minor and relatively easy sidequest (ex: find a lost toy for a child)and gradually move towards more complicated sidequest from more respected NPC (an herbalist asking for plants, the blacksmith for metal, and eventually the major!). If you really want to be coy, add a line like "I heard you helped 'X', could you help me too please?". That way you give the illusion to the player that their choices actually chain together, and you can use the same variable and everything!
Also, try it would be great to have "dialogue challenges", where instead of fighting, you are given a dialogue tree and you have to select the "right" choice to get what you want. You can base them on the INT, LUCK or STR stats (or your game equivalent), so the more intelligent your character is the more options they get (or less options they get, so they have a higher chance to get the right choice). EX: you have to get certain item from an NPC known to be a coward. You can Intimidate it (STR), Bluff him (LUCK) or reason with him (INT).
These are all interesting ideas! It's obvious that a reputation rating could open up quests (or close them!) and add replay value to game. That's what I'm about, is the replay value, added to the story, combat, and everything else. Though producing all this content could defintely get time consuming, especially with the sort of dialogue challenges you describe.
That kind of reminds me of similar mechanics in Heavy Rain, and, more recently, The Wolf Among Us. It's a lot of fun to play, but when I think more on it, dialogue challenges might not exactly fit the theme of my game. Though if someone made like a detective/horror game or something, it could be fit really well. (I figure amazons might always resort to beating answers out of someone.)
This got me thinking about a reputation system more. I don't want it to become like a "good or evil" kind of thing, like in Infamous, but you could add that axis to add more options. For example, you're not very well known, but are known for doing good, which could open more options to you than if you're more well established and have a mixed record. Also I was thinking you could add to reputaition just by entering and exiting a town (raising it by a small amount), or talking to key figures. Getting well known could make shop owners want to give you bargains (or sell to you at all...), but could close options in quests, such as sneaking into a pub unnoticed.
Also Desertopa: Marauding Gorilla-Dragon! That's awesome, lmao!
author=Proteus
That kind of reminds me of similar mechanics in Heavy Rain, and, more recently, The Wolf Among Us. It's a lot of fun to play, but when I think more on it, dialogue challenges might not exactly fit the theme of my game. Though if someone made like a detective/horror game or something, it could be fit really well. (I figure amazons might always resort to beating answers out of someone.)
This got me thinking about a reputation system more. I don't want it to become like a "good or evil" kind of thing, like in Infamous, but you could add that axis to add more options. For example, you're not very well known, but are known for doing good, which could open more options to you than if you're more well established and have a mixed record. Also I was thinking you could add to reputaition just by entering and exiting a town (raising it by a small amount), or talking to key figures. Getting well known could make shop owners want to give you bargains (or sell to you at all...), but could close options in quests, such as sneaking into a pub unnoticed.
I think that having your reputation in a town go up simply by entering and exiting is liable to be immersion breaking for a lot of players; if the player realizes they can become recognizable to some of the locals just by popping in and out of the town entrance without actually talking to anyone, it won't feel like the reputation increase is a logical consequence of their actions. Tying it in to talking to key figures in town makes more sense.
You might organize towns in the game into "regions," where your reputation in a region propagates somewhat between towns ("Aren't you the ones who thwarted the Mouse Apocalypse in Billesville?") but your reputation doesn't propagate much between regions, so once you enter a new one (at least until you start becoming really famous,) you start as something of an unknown quantity again.
If you want me on board to help add content to the game, I'd be happy to take part.
That kind of reminds me of similar mechanics in Heavy Rain, and, more recently, The Wolf Among Us. It's a lot of fun to play, but when I think more on it, dialogue challenges might not exactly fit the theme of my game. Though if someone made like a detective/horror game or something, it could be fit really well. (I figure amazons might always resort to beating answers out of someone.)
This got me thinking about a reputation system more. I don't want it to become like a "good or evil" kind of thing, like in Infamous, but you could add that axis to add more options. For example, you're not very well known, but are known for doing good, which could open more options to you than if you're more well established and have a mixed record. Also I was thinking you could add to reputaition just by entering and exiting a town (raising it by a small amount), or talking to key figures. Getting well known could make shop owners want to give you bargains (or sell to you at all...), but could close options in quests, such as sneaking into a pub unnoticed.
Also Desertopa: Marauding Gorilla-Dragon! That's awesome, lmao!
I think that the entering and exit will be abused by players to get reputation the easy way. I am with Desertopa in implementing increase of reputation ONLY when the player talks to a character inside the town. Although my inner devil is saying to put an increase on BAD reputation if you enter and exit the town without speaking with someone (or using the inn or whatever). An anti-grinding measure, if you will.
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