An idea that I heard from my cousin, if you are making videogames.
My cousin is experienced in creating digital art and simple videogames and tends to get obsessed with games from the "Tales of..." series. One of these, I have played myself. It's known as "Tales of Symphonia." Its an RPG that has a wonderful story with a very full moral, but that's not why I'm mentioning it. Recently, my cousin made me aware that the game has an underlying feature that you cannot see during gameplay. Throughout the course of the story, the characters on your team will converse with the main character, Lloyd Irving, and you have to make a decision about a course of action in how to deal with a dangerous situation. Depending on who you agree with, you will follow that particular path in the story. These choices can do anything from getting different unlockables to deciding which of two particular characters you will keep for the rest of the game. However, they also have a side effect. Invisible to the player is a meter that exists for every character, a sort of approval rating for Lloyd. Depending on the level, certain dialogues can be slightly different. Sometimes the speech is more rudely targeted at Lloyd, sometimes not. I think that perhaps this is an area to be explored, since it is a human element that is being added to the story. The impression we have of someone ultimately decides the nature of all of our interactions with them, such as in this game. Perhaps this can make for some intricate changes to the story of the game itself. Thoughts? Ideas?
Comments
I personally think this is a good idea. Most of the discussion is focused on making the plot interactive, so more focus on making the world interactive is a good thing. Overall, it's just adding more choices that allow the player to influence the game.