Questions about Love/Hate system
Posted: Wed Jan 06, 2021 4:13 pm
Hey,
I changed a few things in my design and I'm trying to determine how few things work in love/hate.
My game is not randomly generated or meant to be played as a random game. So, I don't have a sandbox-style approach to player actions and NPC reactions.
What I want to do is more similar to something like Mass Effect or Planescape Torment. Where actions and relationships are more hard-coded.
Your actions in dialogue and gameplay correspond to certain traits (Cunning, Honest, Vengeanful). I want to determine player reputation based on which traits player favors, and I want the player to character relationships to change based on what kind of traits the player exhibits.
#1) I want to accumulate these traits into Player Reputation. So, if you mostly tell the truth you'll gain the reputation of "Truthful" and in the story, I will check this to see if other characters trust you on your word. If you are vengeful all the time, the characters will be too afraid to ask forgiveness and continue to lie to you. etc. (Hand-coded)
Can I accumulate somehow the "Player Traits" into player data that I can check somewhere? Like player reputation honest = 100;
#2) I have three relationship traits. Affinity(Disposition), Fear, Loyalty. They are three separate layers of relationship. Someone might like you but be disloyal etc. I want player deeds to affect these three relationships. So, something you do might make the character Loyal or Traitorous, etc.
How, or where does Love-hate translate the player deeds into relationships? How can I control that behavior?
#3) Do I have to use Deed presets? Can I build deeds at runtime and report that? I want to judge dialogue choices individually(Cruel 20, Honest 10), rather than in presets. I can write my own "Deedbuilder DS sequence", but can Love/Hate accept something like that? Like a custom deed struct to process?
#4)PAD is a bit confusing to me.
Why is the system locked to these specific traits? Is it specifically meant to produce an "Emotional State" descriptor, or is it an essential processing step between deed and relationship?
I like the idea of an "Emotional State" descriptor, and I could use it in my game. But I don't really want to use it with relationships necessarily. It seems useful more like a separate system, where I could set the character's emotional state based on other gameplay factors. Like if the character has no food or went through a traumatic battle, they are unhappy no matter their relationship with the player, etc.
#5) Is the Love/Hate a good fit for what I'm trying to do? Or is it more geared towards sandbox-y game and not meant for more heavy handed, hard-codded interference from the designer?
The main problem for me seems the PAD. On surface level, it seems similar to my three relationship traits, but not quite. I don't really have enough mechanics for the player to interact with other characters in a way that corresponds to these exact traits. And I don't want to "gamify" this for my story. So, if a character feels dominant or not; or aroused or not; is a non-factor in gameplay terms for me. I handle this on a storytelling side and track this in a more hard-coded and situational manner.
I could use PAD, as I mentioned in a more gameplay centric way. Like adjust animations and expressions based on PAD, or use PAD as a "Morale" factor in gameplay. But, not for main three relationship stats.
If I can
1) Separate PAD from Deed => Relationship evaluation
2) Define Trait => Relationship conversion logic (What increases Loyalty, vs Fear)
3) Save Traits use frequency into player reputation stats
the other mechanics seem very useful for what I want to do. Like deed reporting, factions, traits, relationships.
I'm willing to write custom solutions, and for example like listen to player deed reports and manually save this into lets say dialogue system player actor variables. Or something like that. But, first I'm trying to see if overall structure of Love/Hate is a good fit.
I changed a few things in my design and I'm trying to determine how few things work in love/hate.
My game is not randomly generated or meant to be played as a random game. So, I don't have a sandbox-style approach to player actions and NPC reactions.
What I want to do is more similar to something like Mass Effect or Planescape Torment. Where actions and relationships are more hard-coded.
Your actions in dialogue and gameplay correspond to certain traits (Cunning, Honest, Vengeanful). I want to determine player reputation based on which traits player favors, and I want the player to character relationships to change based on what kind of traits the player exhibits.
#1) I want to accumulate these traits into Player Reputation. So, if you mostly tell the truth you'll gain the reputation of "Truthful" and in the story, I will check this to see if other characters trust you on your word. If you are vengeful all the time, the characters will be too afraid to ask forgiveness and continue to lie to you. etc. (Hand-coded)
Can I accumulate somehow the "Player Traits" into player data that I can check somewhere? Like player reputation honest = 100;
#2) I have three relationship traits. Affinity(Disposition), Fear, Loyalty. They are three separate layers of relationship. Someone might like you but be disloyal etc. I want player deeds to affect these three relationships. So, something you do might make the character Loyal or Traitorous, etc.
How, or where does Love-hate translate the player deeds into relationships? How can I control that behavior?
#3) Do I have to use Deed presets? Can I build deeds at runtime and report that? I want to judge dialogue choices individually(Cruel 20, Honest 10), rather than in presets. I can write my own "Deedbuilder DS sequence", but can Love/Hate accept something like that? Like a custom deed struct to process?
#4)PAD is a bit confusing to me.
Why is the system locked to these specific traits? Is it specifically meant to produce an "Emotional State" descriptor, or is it an essential processing step between deed and relationship?
I like the idea of an "Emotional State" descriptor, and I could use it in my game. But I don't really want to use it with relationships necessarily. It seems useful more like a separate system, where I could set the character's emotional state based on other gameplay factors. Like if the character has no food or went through a traumatic battle, they are unhappy no matter their relationship with the player, etc.
#5) Is the Love/Hate a good fit for what I'm trying to do? Or is it more geared towards sandbox-y game and not meant for more heavy handed, hard-codded interference from the designer?
The main problem for me seems the PAD. On surface level, it seems similar to my three relationship traits, but not quite. I don't really have enough mechanics for the player to interact with other characters in a way that corresponds to these exact traits. And I don't want to "gamify" this for my story. So, if a character feels dominant or not; or aroused or not; is a non-factor in gameplay terms for me. I handle this on a storytelling side and track this in a more hard-coded and situational manner.
I could use PAD, as I mentioned in a more gameplay centric way. Like adjust animations and expressions based on PAD, or use PAD as a "Morale" factor in gameplay. But, not for main three relationship stats.
If I can
1) Separate PAD from Deed => Relationship evaluation
2) Define Trait => Relationship conversion logic (What increases Loyalty, vs Fear)
3) Save Traits use frequency into player reputation stats
the other mechanics seem very useful for what I want to do. Like deed reporting, factions, traits, relationships.
I'm willing to write custom solutions, and for example like listen to player deed reports and manually save this into lets say dialogue system player actor variables. Or something like that. But, first I'm trying to see if overall structure of Love/Hate is a good fit.