Post by chriscrawford on Dec 23, 2015 13:27:19 GMT -8
I have now begun the next major phase in the design of the storyworld: fleshing out the scripts for the verbs. This process requires me to nail down the design, so I have begun with the verb "greet" and am now fleshing out the scripts for its options. Part of this task is nailing down the options. Currently they are:
What's new?
Gossip
Request deal
Advise deal
Demand deal
The lower three are all easily handled; the difference between them is based on the character's pGood, pHonest, and pPowerful assessments of the other character.
But the real problem for me is that this seems rather thin; I'd like to have a few more options. I could add "small talk" as a safe, neutral opening; its true purpose is to elicit an emotional response from the interlocutor. No use plunging into deal-making if the interlocutor isn't ready. But this seems rather dull. I mean, rully dahling, what dramatic value does small talk have?
I wonder if I could add some sort of actual news content to the game. Could characters talk about the outcome of the previous night's dream combat? Could this completely replace the actual auragon count as useful information. In other words, instead of "X tells Y that Z has N auragons", we would have "X tells Y that Z fought Q last night; Z used a auragon and Q used a auragon" Can that even be laid out in our speech bubble? And if it could, wouldn't it make this game more like a mathematical puzzle?
No, that's too complicated. Perhaps I should simply proceed with the design as is, build it out, do some testing, and see how it plays.
What's new?
Gossip
Request deal
Advise deal
Demand deal
The lower three are all easily handled; the difference between them is based on the character's pGood, pHonest, and pPowerful assessments of the other character.
But the real problem for me is that this seems rather thin; I'd like to have a few more options. I could add "small talk" as a safe, neutral opening; its true purpose is to elicit an emotional response from the interlocutor. No use plunging into deal-making if the interlocutor isn't ready. But this seems rather dull. I mean, rully dahling, what dramatic value does small talk have?
I wonder if I could add some sort of actual news content to the game. Could characters talk about the outcome of the previous night's dream combat? Could this completely replace the actual auragon count as useful information. In other words, instead of "X tells Y that Z has N auragons", we would have "X tells Y that Z fought Q last night; Z used a auragon and Q used a auragon" Can that even be laid out in our speech bubble? And if it could, wouldn't it make this game more like a mathematical puzzle?
No, that's too complicated. Perhaps I should simply proceed with the design as is, build it out, do some testing, and see how it plays.