Mechanics: Resolving Conflicts – Part I – Dramatis Personae
What is a character?
A miserable little pile of secrets. But enough talk… Have at you!
No wait, actually I’m gonna talk a whole lot. I’m gonna talk about making characters.
What is a character?
A miserable little pile of secrets. But enough talk… Have at you!
No wait, actually I’m gonna talk a whole lot. I’m gonna talk about making characters.
So I went over a few tips as to how to include little changes in writing based on the memory of the player’s action. Those were minor changes though, and there is also the possibility of larger changes, whole conversation sub-trees or alternate paths.
What to do with all of this information then?
Quite a lot actually. Quite a lot. But like with all cases of choices in games, the more you try to do the more complicated it gets. Instead, why not start with the lowest cost options? Options that allow for easy insertion of information or can be made dependant on that information without a significant investment of time and effort.
Narrative control then.
How exactly can we give the player narrative control over the story?
Oh man, narrative control is an iffy topic. Not only in the case of video games, there’s a whole thing to be said about it as far as traditional narrative games go.
Let’s just sum this up like this though: when is the player allowed to choose what happens in the story?
So this is going to be rambly and I’m not sure if it will be something I feel like implementing in practice but…
Have you ever considered writing dialogue as something two or more people do together?
Back in the day games had memory issues… well, in general, a lot of issues. But right now we’re focusing on memory and what that means for characters remembering things!