Section8
Cipher
This is something that has been touched upon in previous discussions of either compelling a player to or rewarding a player for acting in character, and how to handle player behaviour contrary to gamism, such as fleeing from something in fear without taking control away from the player.
I think it's generally agreed upon that it's better to give the player a damn good reason to act in a way that goes against "succeeding" in game terms, rather than arbitrarily removing their input from player actions. So here's a specific implementation I've been considering:
So basically, there is a layer of soft coercion. Minor penalties apply if the character doesn't satisfy their Need for say, Speed. Time spent below 100mph is time wasted, and so the speed bar decrements (Yes, just like The Sims).
Pretty basic stuff, which is intended to be leveraged into giving the character a purpose. However, the second layer is one of much more dramatic coercion, and that's where Desires come in. To continue the example, let's say a character has critically neglected their Need for Speed. At this point, a Desire is created, and falls into the short term category - Desire: Travel in a vehicle exceeding 200mph.
Notice how the requirement is now more difficult to achieve, than if the player was merely maintaining the Need. Ideally, the gameworld properly accounts for this extra risk. Higher chance to crash and burn, more likely to draw police attention, etc. Since it's a short term desire, the player has to act reasonably soon, but it's not quite immediate, so they can prepare somewhat for the event.
However if they fail, the slippery slope increases in angle - Desire: Exceed 200mph in a vehicle. Blindfolded. Desire: Exceed 200mph without a vehicle. :twisted: And so on, and so forth.
The last aspect is overcoming a desire as opposed to fulfilling it, and this requires social interaction and expressions of negativity. Also, in most cases, some sort of sacrifice. "I don't think I could resist the urge as long as I have easy access to my V8 Intercepter. Here. You'd better take the keys."
Ouch. So what do people think of the idea? How slippery should that slope be? Would people feel that the game leading them by the nose would conflict their own perceptions of the character they're RPing? Do you feel the need? The Need for SPEED? Do you like gladiator movies? Ever been in a Turkish prison?
I think it's generally agreed upon that it's better to give the player a damn good reason to act in a way that goes against "succeeding" in game terms, rather than arbitrarily removing their input from player actions. So here's a specific implementation I've been considering:
All characters have Needs, and these are key variables that decrement unless the character devotes effort toward satisfying them, or avoids conflicting them. For NPCs, these represent a simple range of factors to drive sensible behaviours. A NPC whose need for food is not being satisfied will engage in activities to satisfy that need, or ensure it will be satisfied at an appropriate time. For PCs, these encourage the achievement of procedural goals based on negative reinforcement when Needs fail to be met. To draw parallels with the standard RPG model, Needs are like an internal quest giver, and the motivating "reward" is continued existence - get food, or you will die.
Desires represent more explicit Needs requiring no ongoing attention. Instead, Desires ask that the character fulfill specific (and generally undesirable) requirements, or incur increasingly negative consequences for inaction. Unlike Needs, Desires can be also be overcome by (specific) means contrary to fulfillment.
Last of all, Addiction is also a possibility. Partaking of physically addicting substances, or the over-stimulus of an enjoyable activity can result in an ongoing Need beyond the scope of convention.
So basically, there is a layer of soft coercion. Minor penalties apply if the character doesn't satisfy their Need for say, Speed. Time spent below 100mph is time wasted, and so the speed bar decrements (Yes, just like The Sims).
Pretty basic stuff, which is intended to be leveraged into giving the character a purpose. However, the second layer is one of much more dramatic coercion, and that's where Desires come in. To continue the example, let's say a character has critically neglected their Need for Speed. At this point, a Desire is created, and falls into the short term category - Desire: Travel in a vehicle exceeding 200mph.
Notice how the requirement is now more difficult to achieve, than if the player was merely maintaining the Need. Ideally, the gameworld properly accounts for this extra risk. Higher chance to crash and burn, more likely to draw police attention, etc. Since it's a short term desire, the player has to act reasonably soon, but it's not quite immediate, so they can prepare somewhat for the event.
However if they fail, the slippery slope increases in angle - Desire: Exceed 200mph in a vehicle. Blindfolded. Desire: Exceed 200mph without a vehicle. :twisted: And so on, and so forth.
The last aspect is overcoming a desire as opposed to fulfilling it, and this requires social interaction and expressions of negativity. Also, in most cases, some sort of sacrifice. "I don't think I could resist the urge as long as I have easy access to my V8 Intercepter. Here. You'd better take the keys."
Ouch. So what do people think of the idea? How slippery should that slope be? Would people feel that the game leading them by the nose would conflict their own perceptions of the character they're RPing? Do you feel the need? The Need for SPEED? Do you like gladiator movies? Ever been in a Turkish prison?