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TRIHAN'S PROFILE

Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
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Sidhe Quest
When everything goes wrong, it's up to our heroes to go and do a bunch of other stuff!

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I'm embrassed to have written this.

In that case:

"Rachel smirked as she knew exactly what Kateli was thinking, such a typical overprotective man."

I would change it to "as if" and take out the part after the comma. If Kateli's the PoV character we shouldn't know anything Rachel is thinking or commenting inwardly on.

Reading more closely, in some cases you dip into the pitfall of moving the plot with narrative that your dialogue either already conveys or could convey more effectively if you expanded it a little.

Logic in games - where do you draw the line?

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.

Crafting equipment vs buying it

Chocolina is actually a pretty disturbing character once you find out who she really is.

RPGVXAce Editor has stopped working

What was the last thing you did in the program when it was working?

A Rather Important Question: To Switch or not To Switch?

I honestly no longer believe my game will ever be released in my lifetime, but I will continue to stubbornly claim otherwise and work on it occasionally. :P Who knows, maybe I'll prove myself wrong someday. ^_^

A Rather Important Question: To Switch or not To Switch?

My problem is that I'm a procrastinating perfectionist. I take ages to make anything, and then when I do make progress I hate what I've done, scrap it and start over. I also start again whenever a new maker comes out. :(

Crafting equipment vs buying it

That's actually an excellent idea. A nice way to blend a gameplay element with worldbuilding.

Which of the 7 deadly sins do you most relate with?

Same here! Metabolism buddies!

Which of the 7 deadly sins do you most relate with?

So you're lazy, horny, and fat? :P

Crafting equipment vs buying it

That's a good idea, though I personally will avoid that approach because it still goes with the expectation that later towns in the plot will contain better weaponry when, suspension of disbelief aside, there's no logical reason for that to be the case. I mean sure, you could build a reason for this into your plot, but it'd be a pretty hard sell for people who like a bit of logic with their mechanics.

The main thing I'm trying to get away from is the trope of every successive town having better stuff, a slightly more expensive inn, and the next level of magic (magic in my game will be created by the player as well).