The war table in Dragon Age Inquisition is a bit awkward, but I think is a decent example of how this kinda thing could be done. The characters you interact with there don’t go on regular missions, but you still learn about them. The stories that are told through this mechanic are usually short and simple (so, cheap to make), but they make you feel like things are happening in the world and sometimes involve your party members. The game itself is full of tragic backstories though.
So basically the old serial formula of case of the week, where the case is random mission allowing for the long-term relationship B plot to happen through generic affordance within these mission? Ie the dating sims structure of game like tokimeki memorial 😮
how disruptive is it to player's planning if a major npc starts out as representative of one faction, but if neglected/the opposing npc/faction is favored by the player, then the neglected npc's personality splits and forms 2 new factions that are both opposing the favored npc/faction but are still part of the player's adventuring party? it feels pretty normal with the faceless factions of frostpunk 2 but i wonder how it applies to crpg's unless it's just another regular tool for the videogame writer hahaha
I always loved your design videos, super excited to see them pop again on my feed!
Much appreciated. I've got no comments but your videos certainly get me to think more deeply about stories and game design.
Good to here
so pleasant to see these pop up more often now hahaha
Thanks!
Nice:)
The war table in Dragon Age Inquisition is a bit awkward, but I think is a decent example of how this kinda thing could be done. The characters you interact with there don’t go on regular missions, but you still learn about them. The stories that are told through this mechanic are usually short and simple (so, cheap to make), but they make you feel like things are happening in the world and sometimes involve your party members.
The game itself is full of tragic backstories though.
Yup! I just want to take it to the next step!
So basically the old serial formula of case of the week, where the case is random mission allowing for the long-term relationship B plot to happen through generic affordance within these mission? Ie the dating sims structure of game like tokimeki memorial 😮
how disruptive is it to player's planning if a major npc starts out as representative of one faction, but if neglected/the opposing npc/faction is favored by the player, then the neglected npc's personality splits and forms 2 new factions that are both opposing the favored npc/faction but are still part of the player's adventuring party? it feels pretty normal with the faceless factions of frostpunk 2 but i wonder how it applies to crpg's unless it's just another regular tool for the videogame writer hahaha
It's hard to tell, that's a very complex question about an unusual situation.
@@CraigPerko ahh a good sign im straying far beyond scope and should get bacc down to earth hahaha thnx anyway!
Concord 😂