Story Now Implementation - Factions & Attitudes

Apr 12, 2006 11:34

A problem with Story Now in video games ( introduced here) is to support shifting attitudes of individuals and groups towards the player(s) and each other. One solution would be implementing Factions and Attitudes. Below the LJ-CUT is the result of a few days of tinkering.
High level description beyond this LJ-CUT )

video game, game design, programming

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Comments 3

jakefish April 12 2006, 20:05:25 UTC
you kick ass. I eagerly await the next theory-phase of "Story Now".

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zakarntson April 12 2006, 22:22:46 UTC
Thanks for reading! I'm not sure if there is much more I can present on this. What I want to do is implement this and see how it works, but with freetime at a minimum there are only three possiblities:
  1. I become independently wealthy, and fund my own game company.
  2. My next project allows me the chance to try this (very unlikely, considering the games we make).
  3. Somebody else implements it, which is part of the reason to publicize it to both of you who read it.

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zakarntson April 12 2006, 22:28:14 UTC
Also, to remove myself of any authorship of Story Now, here is the original article by Ron Edwards regarding traditional roleplaying:

Narrativism: Story Now

I want to emphasize that I had nothing to do with the creation of Story Now, and my theoretical discussions on the subject with Ron (and most others who think about this stuff) have been fairly slight.

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