Oct. 25th, 2006 @ 11:55 pm Brainstorming: Limited Conversation System |
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Current Music: StarTropics - Cave (Arranged)
This is re: the first comment on the last post. Short answer: Yes, I think it'd be playable.
With difficulty I was able to find the game "Noctis," specifically "Noctis IV CE," which is described in this article. Is that the open-ended pro-gen game you're referring to? I (and the article writer) found "Noctis" painfully empty, because there's so little to do and no one to interact with. (Also the graphics are badly dated, not that I'm one to talk.) So, I agree that some content should be saved from game to game so that for instance, characters remember you. But what about characters that are not just saved, but pre-generated? In "Morrowind" for instance, Crassus Curio is someone designed in advance who appears in every player's game in the same place. (In talking with him I'd save, kill him, and load again.) Would you want to have pre-existing characters like that, or have permanent characters but have them all random? A compromise is that by storing the PC in the same format as an NPC, you could swap character files and have your character become an NPC in another player's game.
Re: conversation, The Disney game "Toontown Online" uses a restricted chat system as a form of censorship, allowing free chat only with "Special Friends" like that Congressman or priest you befriended. That "Speed Chat" system looks like this, apparently mostly consisting of emotion displays. That'd be useful with AI characters too since it eliminates the parsing problem, and only rules out types of interaction that the AI doesn't know how to handle anyway.
But how I'd like to do conversation (barring true parsing) is without menus. Instead, say you type everything. The program recognizes phrases like "Hello," and you can also type custom text and annotate it, like this: "Let's go! (Follow me)" The program would learn that the first part means the part in parens (which is a known command), so that in future you can just say "Let's go!" and that becomes an accepted command.
I'd also do conversation outside of a dedicated conversation screen, unlike "Morrowind." The game demo Out From Boneville has conversations such that you can address anyone you're talking with. I like that and would say, you can talk to anyone nearby. Also, speech should be seamless with other actions, so you can talk, pick something up, walk around, build a fire, talk more, then backstab someone and start combat. That seamlessness would make for more complex interaction than the usual interrogation method.
As for making PCs and NPCs indistinguishable in an MMORPG, that might actually be a good idea. I played a demo of "Guild Wars" where you could hire NPC henchmen, and thought that was a good idea, and MMORPGs aren't known for social interaction anyway. |