Raziaar
I Hate Custom Titles
- Joined
- Sep 13, 2003
- Messages
- 29,769
- Reaction score
- 140
Take note that the title might not be the best way to describe this.
I've been starting to write down and flesh out ideas I have for a game that will be extremely character focused with interaction between characters being the main driving point. The idea I have for it is that of a survival game(I had zombie survival in mind, but it doesn't really matter since zombies wouldn't be the main focus).
I want to draw upon the game Crusader Kings 2 in how it has all sorts of characters each with different personality traits, needs, ambitions and opinions of other characters in the game world. I want character development and interaction to be the main driving point in this game which has the utmost importance on the survival of the player. The player will be in a world being a part of, interacting with or leading different survival parties. With survival in mind, the character will cultivate friendships, root out conflict and potential enemies, plot against or discover plots by other characters, and generally try to stay on top of the personal and political arena of survival. Characters will forge alliances, splinter of from groups, attempt to usurp power, banish individuals, murder and steal all in the name of survival.
I am envisioning that the way character interaction takes place is not in the way of conventional dialogue trees where you chat with individuals(such as Mass Effect). Instead, it'll be a more complex array of options with potentially dozens of different interactons characters can make with each other. These will be defined strictly in terms of the action(such as sharing information about one character to another). Due to the sheer and potentially overwhelming number of personalities that the game might have, I don't feel that conventional dialogue would be very feasible.
Instead, I'd like to spend my focus on ensuring that there is enough interest and variety in the resulting reactions. Perhaps I'll go in the direction of attempting to implement procedural reactions, or at the very least hundreds of different "views" for each one.
Do you guys think that it would be too difficult to grow attached to characters and feel the impact of character development if you're interacting with them in a very managerial style? I don't know if I'm wording that right, but hopefully you get the idea.
I've been starting to write down and flesh out ideas I have for a game that will be extremely character focused with interaction between characters being the main driving point. The idea I have for it is that of a survival game(I had zombie survival in mind, but it doesn't really matter since zombies wouldn't be the main focus).
I want to draw upon the game Crusader Kings 2 in how it has all sorts of characters each with different personality traits, needs, ambitions and opinions of other characters in the game world. I want character development and interaction to be the main driving point in this game which has the utmost importance on the survival of the player. The player will be in a world being a part of, interacting with or leading different survival parties. With survival in mind, the character will cultivate friendships, root out conflict and potential enemies, plot against or discover plots by other characters, and generally try to stay on top of the personal and political arena of survival. Characters will forge alliances, splinter of from groups, attempt to usurp power, banish individuals, murder and steal all in the name of survival.
I am envisioning that the way character interaction takes place is not in the way of conventional dialogue trees where you chat with individuals(such as Mass Effect). Instead, it'll be a more complex array of options with potentially dozens of different interactons characters can make with each other. These will be defined strictly in terms of the action(such as sharing information about one character to another). Due to the sheer and potentially overwhelming number of personalities that the game might have, I don't feel that conventional dialogue would be very feasible.
Instead, I'd like to spend my focus on ensuring that there is enough interest and variety in the resulting reactions. Perhaps I'll go in the direction of attempting to implement procedural reactions, or at the very least hundreds of different "views" for each one.
Do you guys think that it would be too difficult to grow attached to characters and feel the impact of character development if you're interacting with them in a very managerial style? I don't know if I'm wording that right, but hopefully you get the idea.