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

Jonathan Yu said…
This is pretty common in JRPGs. Most of them are character-relationship oriented as well, since it appeals to a certain niche of players. The "Tales of..." series is a niche title after all.

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.
Anthony said…
I would have to agree. Fleshing out the characters of a game makes the whole thing come to life more, and I think the decision making, like you find in Tales of Symphonia, is a very good way to do it. It's not as simple as "Hey Bob, should we go left or right?" The conversations you have and the choices you make with these characters determine who likes you most, who your romantic interest (or at least very-close-friend) is, who you fly into a rage over when they fall in combat, who sacrifices themselves for you, and who lives to see the end of the story and who doesn't. None of this really has any effect on the gameplay, or really even the basic plot, but it makes you feel like you're interacting with these characters so much more.
Patrick Pagano said…
i like idea of weighted values have an effect on the experience.
Copper_Ca$h001 said…
I agree with Lemons. Alot of games today are like this format. It is the same general direction but the story might differ slightly from player to player. Game developers actually put warnings on load-up screens about the possibilities of game change.
Nightingale_x14 said…
This is my favorite part of RPG games. Instead of focusing the gameplay on shooting a bunch of enemies, they focus the gameplay on how different characters' stories affect the larger story. Not only does this idea make the game more dramatic, but it also adds interactivity, just like Lemons and Grapes said.

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