tag:blogger.com,1999:blog-11758224.post2780030122499478724..comments2023-09-28T07:23:51.376-07:00Comments on ProjectPerko: Story ArcsCraig Perkohttp://www.blogger.com/profile/13173752470581218239noreply@blogger.comBlogger8125tag:blogger.com,1999:blog-11758224.post-54326530578807414872009-12-31T18:14:20.071-08:002009-12-31T18:14:20.071-08:00http://www.djmal.net/thaspot/members/viagrakaufend...http://www.djmal.net/thaspot/members/viagrakaufend<br />[b]PFIZER VIAGRA REZEPTFREI BESTELLEN VIAGRA[/b]<br />http://www.serataanime.it/forum2/member.php?u=336<br />[b]PFIZER VIAGRA VIAGRA REZEPTFREI BESTELLEN[/b]<br />VIAGRA BESTELLEN eur 0.85 Pro Pille >> Klicken Sie Hier << BESTELLEN BILLIG VIAGRA CIALIS VIAGRA Rezeptfrei ONLINE VIAGRA KAUF<br />http://www.barroco.comyr.com/member.php?u=3<br />[b]VIAGRA Suisse BILLIG VIAGRA REZEPTFREI BESTELLEN[/b]<br />[url=http://www.einvestorhelp.com/member.php?u=37776]VIAGRA information[/url] - VIAGRA on line<br />[b]VIAGRA prices VIAGRA PREISVERGLECH REZEPTFREI[/b]<br />[b]VIAGRA fuer frau PREISVERGLECH VIAGRA[/b]<br />[url=http://www.zonatuning.com/members/viagrakaufend]VIAGRA BESTELLEN PREISVERGLECH[/url] - VIAGRA Germany<br />[b]VIAGRA preis VIAGRA BILLIG PREISVERGLECH[/b]<br />[b]VIAGRA Rezeptfrei BILLIG VIAGRA REZEPTFREI BESTELLEN[/b]<br />[b]VIAGRA® kaufen <br />VIAGRA Deutschland <br />VIAGRA online kaufen <br />VIAGRA on line <br />VIAGRA alternativ <br />VIAGRA rezeptfrei <br />VIAGRA Kaufen <br />VIAGRA Apotheke[/b]Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-11758224.post-50118680336587193972007-12-21T07:44:00.000-08:002007-12-21T07:44:00.000-08:00Chill: Yes! Those are the same basic thoughts I ha...Chill: Yes! Those are the same basic thoughts I had. :)<BR/><BR/>Patrick: I liked that idea, too.Craig Perkohttps://www.blogger.com/profile/13173752470581218239noreply@blogger.comtag:blogger.com,1999:blog-11758224.post-10060349702694057082007-12-21T05:56:00.000-08:002007-12-21T05:56:00.000-08:00I like the idea of making time relative to differe...I like the idea of making time relative to different localities (either in a literal sense or a dynamical node sense) A LOT. I think it could apply to games, and work simply off functional density, without having to do to much PAC-type stuff.Patrickhttps://www.blogger.com/profile/13614962832390315553noreply@blogger.comtag:blogger.com,1999:blog-11758224.post-76169260897901422742007-12-20T21:08:00.000-08:002007-12-20T21:08:00.000-08:00I think one way to work this is simply design the ...I think one way to work this is simply design the game so that many of the threads are in the background even while playing, and only take greater importance when you look at them. Say, making economic decisions in civ game every 5-10 turns or have the economy become more important and nuanced as the player messes around with it more.<BR/><BR/>Also, I think how the game is simplified has to be dependent on what player feels when he boots up the game again. Taking the civ game example again, when the player comes back you can have a quick menu that has something either as simple as "War!" and "Peace!", or perhaps a list of issues: "Trouble in Russia," "Economic Recession in the Northeast," and "Gentrification of the Urban centers" and based on that pares the game down.<BR/><BR/>Or go the other way. Maybe the purpose of each play session is to add some link to the storyline, so that the game suggests the next event to focus on. And the player can either focus on it, or get distracted by something else. An RPG that explores this might interesting...Chillhttps://www.blogger.com/profile/10742095724171892869noreply@blogger.comtag:blogger.com,1999:blog-11758224.post-85121875201224825752007-12-20T18:06:00.000-08:002007-12-20T18:06:00.000-08:00Matthew: I've talked about that in the past, and h...Matthew: I've talked about that in the past, and here are the two easiest ways I've found to do it:<BR/><BR/>1) Explicit. Give the players some kind of resource that they give to other characters, weapons, monster types - anything you feel like altering based on popularity. A lot of players are happy to say, "that's cool, she gets a point", and there's really no possibility of error.<BR/><BR/>2) Implicit. So long as your players always have a choice of companions or goals, they will tend to spend more time on the ones they like best. It's fundamentally the same system as above, except we give out the points for the player.<BR/><BR/>This is heavily swayed by rewards, though. For example, if a given quest gives out a good reward, players are going to be likely to do it regardless of how much they like it. This basically ends up assigning points to the wrong stuff in those situations.<BR/><BR/>Also, the technique I call "wolfpack memetics" is helpful: when you're building your characters/subplots/abilities, create a very diverse range. While many of them may serve no purpose other than chasing the player around a little bit, at least a few of them will hit home. You can then expand on those and leave the others in the background.Craig Perkohttps://www.blogger.com/profile/13173752470581218239noreply@blogger.comtag:blogger.com,1999:blog-11758224.post-67998549827631726882007-12-20T17:39:00.000-08:002007-12-20T17:39:00.000-08:00This is useful stuff.My thoughts on this mirror jo...This is useful stuff.<BR/><BR/>My thoughts on this mirror jojo's (How do you determine which threads to keep and which ones to drop?) so I'm only commenting to go off on a tangent.<BR/><BR/>The problem I'm struggling with currently is how to make a game adjust a story to suit different player interests, without actually asking the player what their interests are (because it'd break immersion and because the player might not actually know what it is they want). <BR/><BR/>For instance, the game might detect that the player would be interested in redemption stories, dark pacts, tragic romances. Or they might be into morality tales, coming-of-age arcs, underdogs, whatever. But how do you even detect that? More importantly, how do you tell if you're getting it wrong?brackish meadowshttps://www.blogger.com/profile/07006701742406299244noreply@blogger.comtag:blogger.com,1999:blog-11758224.post-89140238595320855662007-12-20T17:33:00.000-08:002007-12-20T17:33:00.000-08:00Well, an easy way to do it would be to make it eas...Well, an easy way to do it would be to make it easy to recover from wrong guesses. You could state up front "I've taken the liberty of automating your builders: click here at any time to un-automate them and resume command."<BR/><BR/>Also, remember that this is built primarily for those times when you're away from the game for a significant amount of time... it's not like you go away to dinner and when you come back the game hardly remembers you!Craig Perkohttps://www.blogger.com/profile/13173752470581218239noreply@blogger.comtag:blogger.com,1999:blog-11758224.post-66567012779494729692007-12-20T16:32:00.000-08:002007-12-20T16:32:00.000-08:00This is really interesting. The thing about a gam...This is <B>really</B> interesting. The thing about a game like Civ tho is that different people like different aspects of the game. Unless you can come up with some way of detecting what portions of the game the player likes best, chances are good that 'dropping' some threads will occasionally drop something the player likes by default. For example, what If I'm the kind of guy who really likes keeping my kingdom in order, happy and organized. That's where I find my fun. When a war happens, boy that's a drag. I just can't wait to get it over so I can go back to building nice symmetrical roads and keeping all my vessels happy. (I don't like to play this, but I think you get my point). If I save the game just after a war and come back 2 weeks later to find that the game is basically only exposing the war aspects to me, that would make me want to just start over, not figure out how to regain control of the parts I like.<BR/><BR/>I know this would be surmountable by tracking play patterns and the like. Just something to think about. <BR/><BR/>Very interesting approach though!Anonymousnoreply@blogger.com