quote:
Original post by Blackstream
The only problem is to organize the need based system so that it doesn''t get repetitive.
"He just captured the princess. That means that at 2:00 pm tomorroow, he will be heading over the left bush in order to try to assisinate the king. Then at 3:00 pm..."
Yeah, I do have some concern over repetition. On the one hand, repetition makes for predictable plot and predictable strategy. But on the other, predictable behavior in a character could make for interesting gameplay. Imagine if you were a cop trying to finger a thief, and could predict his next move based on what you know. Or if you''re trying to make a terrorist attack, and think you know how the cops operate (remember Die Hard, and how the villains knew and accounted for the FBI playbook? The player could be the unpredictable fly in the ointment, just like John McCain
)
But ultimately you''re right. This can''t be TOO predictable, or it gets boring.
quote:
"Oh crap, I''ve got 3 villains all trying to kidnap the princess at the same time. *watches scene*
Villian 1: I have you now!
Villian 2: Got you princess!
Villian 3: Aha!
"
I see your point, but this itself might be good.
Villain 1: "I have you now!"
Villain 2: "Fool, get away from her, she''s mine!"
Villain 3: "Maybe we can cut a deal here, guys..."
(meanwhile the player sneaks in and out with the princess while the villains fight it out
)
I think this is a matter of dealing with goals and getting NPCs to take the right actions to get to them. The above suggests that NPCs need to deal with blocked goals, determine the obstacle, and try to find a way around it. If there is a way of making the actions they can take rich enough, and their situational awareness is developed enough, then three villains makes the plot all the more rich.
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Just waiting for the mothership...