>STANCE MEAK
Okay.
>TALK TO JOHN
What do you want to talk to John about?
1. That great big monster in the tunnel.
2. The key
3. Yourself
4. John
5. Sammy
Choose:>4
You say "Would you please tell me about yourself, oh great and noble
friend?"
John says: "Bug of, twerp."
>STANCE AGRESSIVE
Okay.
>TALK TO JOHN
What do you want to talk to John about?
1. That great big monster in the tunnel.
2. The key
3. Yourself
4. John
5. Sammy
Choose:>4
You say: "Tell me about yourself, punk."
John says: "Bug off, twerp."
etc.
See whatI mean? You could interact without the difficulty involved in
Multiple choise dialog.
I'm done.
[example snipped]
The idea of stances was also implemented in the STARFLIGHT series:
you could be "friendly," "hostile," or "obsequious," and could choose
between asking a question on one of five subjects or making a generic
statement. (The latter was useful only for getting into the good
graces of the aliens -- you didn't get to choose your statement, so
a statement in "friendly" mode could range anywhere from the rather
sedate "Greetings. We come in peace." to the embarrassingly effusive
"Perhaps one day our young shall romp together in the blissful light
of harmony and friendship.")
I would argue that there's no one "best" system for NPC interaction:
different models will be better suited for different games. (How's
that for playing it safe?)
-----
Adam Cadre, Durham, NC
obscure Captain America villain
http://www.duke.edu/~adamc
>I would argue that there's no one "best" system for NPC interaction:
>different models will be better suited for different games.
This is my view as well. It is therefore the correct one.
--Cardinal T
I mean, what the hell kind of villain thwarts the hero's
progress with soup cans in the kitchen pantry?
--Russ Bryan
Are there any text games prominently featuring dinosaurs?
If not, does anyone besides me think it would be cool?
--Matthew Amster-Burton
"Hey! *I* wanted to be Envy!"
--joe dot mason
"Bathroom? Yeah. Go through that door, on the end
of the hall, on your left." "Pardon?" "South twice,
than east." "Ah."
--Clyde "Fred" Sloniker
[...]
>I would argue that there's no one "best" system for NPC interaction:
>different models will be better suited for different games. (How's
>that for playing it safe?)
But that doesn't mean that because a model exists it must be suitable for
something, or any good. Also, just because something is popular or widely
accepted doesn't imply that it's good.
---------------
James Cole
jrc...@ozemail.com.au
So THAT'S where that idea came from. I could remember watching a game
where there was a system where your atitude effected how others reacted to
you, but I couldn't remember anything else; but this method is better,
IM(stupid)O, then Infocom simple.
But I'd like to know if
subject-selection/multiple-choice/Infocom(ask/say)/"Keyword" are the only
methods of NPC communication.
Also, try to remember that conversation effects the game itself, as well
as the game effecting the mode (Monkey Island and Deadline (I was about to
mention that campiest of all games ever made, Detective (shudder!)) come
to mind).
Open me. I'm done.
Bear in mind you can do that with pretty much any conversation system. If
you ASK/TELL people about things they don't want to be ASKED/TOLD about,
they might start to react more negatively. If you pick insulting options
from a menu they might get annoyed with you. If your actions in the game
in general go against what they want they might start to get angry.
Adrian