Pat Wrote
Next up on the agenda is the story/dialogue system - this is where the "adventure" elements of the new Wonderland will come into play. I've been doing a lot of reading on interactive storytelling, such as books by eminent (and eccentric) game designer Chris Crawford (link) and screenwriter Lee Sheldon (link). The goal I hope for is a system that will allow you to shape much of the story by conversing with other Wonderland characters. Keeping with the persistent world approach, something you do might affect how a character feels about you, or how willing they might be to help you with another problem. I now have a ton of possibilities in my notebook, the real challenge will be to cut these down to a system that is manageable to write and maintain, gives the player the flexibility to proceed through the story along their own path/speed/etc, and - most importantly - is fun!
I also have a design question I'd just like to throw out and see what resonates with the group. I'm dealing with characters/conversations right now, as mentioned. I'd be interested in hearing any particular characters, or ways to converse with characters, that you've really enjoyed in past games (most adventure, I guess, but no limited to that), and why.
Sorry I didn't get back to this sooner Pat, working on my own business web site at the moment...
I haven't had a huge amount of gaming experience but I'll throw in my 2 bits worth... I know I know, hasn't stopped me in the past and for all the typing I hope there's something useful...
Dealing with emotions isn't something I've generally seen in computer games - how characters feel about you, their willingness to help almost sounds futuristic - actual intellegence. I guess in that respect for my experience it comes back to a character having something to give providing you have either done something, or given them something. There have been occassions in some of the older RPG games where you've been able to kill or at least wound characters who might have otherwise helped but generally there have been programming safeguards that prevent proverbally biting the hand that will hopefully feed you.
There's a number of different NPCs you might want to cater for simply to give variety & challenge.
- those that have no real bearing on the game & make general chit chat
- those that seem to have no real bearing on the game, who will not ask for something but require you bring something to them who will thereafter provide either/or an item, information or a quest. These can be very rewarding as you don't really know whether someone you are talking to is going to be important to you or not. It makes you sit up & take notice of everything.
- those that simply have information which will assist in progress in the game whether they say something that needs to be done or mentions a certain character that for example lost something (like the last type)
- those that have something/information you need but will (optionally) require you to either do something or give them something in return. I say optionally as you might meet a character after a say series of puzzles or a quest who will present you with something (be it item or information) without requiring you do any more. It may be in this category too a character will simply need you to do something for them without mentioning any reward or the like.
I guess how you present the art of conversation in game, will be somthing for you to decide in keeping with the rest of the game layout. Presentation wise I generally enjoy games that don't change to a totally new screen just for conversation but either bring up a new window within the game screen (maybe with an image of the characters talking) or a partially transparent screen with the words appearing on that - particularly when the character talking is brought clearly into (1st person) view. I've really enjoyed playing Zelda: Windwaker (when I can get to it) - it does this really well. It flows naturally & is enjoyable. I've always enjoyed the variety of conversation & relavence depending on the completion of certain things & seeing characters change in relation to things done - makes them seem more real & the games have a complete/satisfying feel to them.
There's times in game conversation where a character might be talking away, then ask if you'd like to know more about x different topics - you click on either the relavent topic or press a corresponding letter which brings up more information or a series of narration on you selection. I've found in some games when you get back to the previous screen (topic choices) the item you previously selected has disappeared - I've found it good to still have it there for people like me who have the collective memory of a very small school of goldfish. On the other hand having it go usually encourages me to make notes... In some games too after you've selected & read on a particular topic, more related topics become available which kind of encourages you to be thorough.
I like the vision of consistancy within the worlds you mentioned. With that of course comes the need to keep conversation relevant. Some games miss this point (certainly some of the older games) & characters will still be saying the same thing even though you've already done something...
As far as getting this down in game goes (and into the editor) will be another thing
I guess incorporating some sort of flowchart
A: Has event x taken place (this would be I guess major points of a level)
B: Has a task for this character been completed?
C: Has a task been set for this character?
D: Opening introduction
E: Chat
F: Information/things to ask about
G: Is there any task to give? (chat/info only - goto ending)
H: Is there something to give without completing a task
I: Set task either to do something or bring something back
J: Will you do it? (Yes/No)
K: Good Luck/Hurry conversation
L: Did they want something doing? (Yes - goto to /No - go to )
M: Conversation dependant on a character having brought something
N: Ability to hand something to someone
O: Do you want to give something?
P: Is it what they want? (Yes - goto to /No - go to )
Q: Decline offer conversation - go to
R: Accept offer conversation - go to
S: New information
T: Give reward item
U: Make something change within the level - maybe a door opens, passage clears etc
V: Thanks conversation
Z: Conversation when there is nothing else relevant for a character to say
Maybe in setting up these characters you could give the option of creating one of the 4 character types & simplifying the creation process by creating 'forms' to fill out rather then complex processes...
I know it sounds complex & that kind of bothers a lot of people but at the same time I think it lends itself to greater diversity & potential. I guess the challenge really is to open up the possibilities while at the same time creating an editor which is user friendly for the most basic of levels...
All I can say is good luck Pat!
Robbie
PS Oh something Loirae touched on too. Definitely the ability to cancel a conversation at any time/speed through a conversation is a big plus in my experience. Sometimes you might need to talk to a character again but you don't want have an ad break while it comes up on screen, or have to wade through an entire characters dialogue if you don't need to hear any more...
PPS Samorost... talk about a surreal experience