Ninjerk
Arcane
- Joined
- Jul 10, 2013
- Messages
- 14,323
As for violence, as ive already said - it depends on what it is used for.
Examples: Is it self defense? Are you protecting someone else and for which reasons? Goodness of your heart? The right thing to do? Returning a favor? Purely business? Or even more complicated - purely business to achieve another goal which may not be business like at all. Vengeance? Passion? Justice zeal? Lethal or non-lethal (both may have diverse consequences).
I think if the issue is thought about in this way - it could play nicely with a much wider array of theoretical Tide tangents.
This would also enable the team to ascribe a Tide affinity to the player well after the violent deed (or combat) itself took place - depending on other parameters of the quest and further choices and consequences the player achieved.
Say... closer to, or at the very end of any specific Crisis, instead of at the moment when violence is perpetrated.
Your comments raise a very important point, and highlight something that distinguishes the Tides from, say, D&D's alignment system. The Tides don't care about your intentions. They only care about your actions. We made this choice quite deliberately, with one reason being that we (i.e., the game) can't read your mind. We only know that you did something, not why you did it. (Exception: if you choose, for example, a "(Lie)" or "(Truth)" dialogue option, then you've told us something about your intentions.) With the Tides judging player actions, changes to one's Tides should more often match what the player is expecting. (Note that my personification of the Tides here is just because of how I like to write; you shouldn't interpret this to mean that the Tides are necessarily alive.)
Coming from morality systems like the Ultima virtues and D&D alignment, I've found the change in mindset to think about actions instead of intent to be trickier than I had expected. Clearly communicating the nature of the Tides to players is another one of our challenges. (This reminds me that we should probably talk about the Tides in more detail in a future update as we have more to say about them then we have thus far.)
The question of when/how to reveal any changes to your Tides is an ongoing consideration. (Along these lines, one thing we're thinking of is having a Skill whose effects include more immediate/precise feedback on Tide changes. In this way, the default experience can be more natural, but someone who does want to meta-game the Tides more can make an in-game choice to do so. Even so, I agree with you and we're favoring not-quite-immediate effects/feedback.)
I hope you do favor quality over quantity. If the choices and consequences are well done, game length will be increased from multiple playthroughs. Also, Torment is a game that says "tight experience" to me more than "lots of stuff to do". It's like the inverse of the Elder Scrolls.
I agree.
I hope you generally go more with general abilities that can be used systematically. To me that's one of the main differences between RPGs and adventure games. In adventure games, anything you can do is a specific context sensitive action, while RPGs have systems the player can interact with. It gives a much stronger feeling that the player is in control (which isn't necessary in an adventure game).
On the other hand, I've read people saying both Fallout and Planescape: Torment are RPG-adventure hybrids or RPGs with adventure game elements. So maybe adventure elements aren't a bad thing.
We are favoring abilities that can be used systematically, but we are also appreciating the similarities of Planescape: Torment to adventure games and are finding some design inspiration from that genre as well. (It will feel like an RPG, though.)
The Tides sound kind of like gods in some of the older pantheistic religions in that they signify a number of things at once equally (and they care little for context).
I'm curious as to whether the PC's Tidal alignment will be effected by mundane actions within the game (if at all)--for instance, will the main character be given a Red point (or fraction thereof) when he attacks or kills another living being, or receive an amount of Indigo "points" when making a transaction with a merchant (as Indigo contains "Compromise" in the diagram)?