So anybody noticed that human-to-human interaction in videogames tends to involve automatic weaponry of some description? I have.
I'm looking for a gameplay mechanic that allows for negotiation between a human player and more than one computer-controlled NPC. There are a number of situations that could be covered by this, but let's take a simple one:
I'm designing a game where there are two objectives: to make it to the end of the game and win the biggest prize, and to accumulate as many smaller prizes as possible (these act as the game's "score".) A single human player competes against computerised NPCs who are trying to achieve the same objectives and who play by the same "rules". The game has multiple rounds, and at the end of each one, somebody - either the human player or an NPC - is eliminated. (The elimination mechanic isn't important here.)
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So here's a simple example "round".
The rules are this:
- There are five players competing for four prizes in this round.
- Those prizes are (let's say): £5000, a car, a holiday, and a free pass to the next round of the game.
- The players must unanimously agree on which of them gets each prize - which obviously means that, since there's only four prizes, one of them goes away with nothing. (There are other mechanics to compensate for this - for example, the possibility of early or late-game "deals" between players who agree to help each other win in exchange for help not being eliminated.)
- If the players don't agree, nobody gets anything.
The easy part is planning the NPCs' behavior. Each of them has a distinct "personality" - for example, some are more likely to be cooperative and will look to make deals, whereas others are ultra-competitive and will only accept a positive outcome in each individual situation. Some may have alliances with others, and want to give them good stuff; others may dislike them and want them to take nothing. The NPCs can easily behave in definable and predictable ways.
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The part I'd like suggestions with is the actual negotiating mechanic. I've considered the following:
1) Turn-based: This would probably be the easiest but also the least elegant solution. The player would spend a lot of time just reading text from randomly-generated NPCs, which is not exactly my idea of a fun game.
2) Real-time dialogue: More fun but less practical. It's very hard to program in a system of dialogue where the options might change according to what others have said, especially if what they're saying is updating in real-time. For example, if NPC #1 proposes a solution, does the human player then need to have an EXTRA dialogue option added on the fly for "I agree / disagree with NPC #1"?
3) The "Populous" approach: taking direct control away from the human player and having them "guide" an NPC character instead. The character's actions represent the player's decisions - for example, have a panel that allows you to match a specific player with a specific prize, and watch your character argue for this position based on his or her specific character traits.
This is definitely the most practical way to go, and the player constantly has the option of changing their mind on the basis of what's being "said". But I'm not sure I want to take this much control AWAY from the human player, and have them just act as a "guide".
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So what do you guys think? I'm definitely leaning towards option #3, but I still think there may be a better way to go. Does anybody have any ideas to improve it?
I'm looking for a gameplay mechanic that allows for negotiation between a human player and more than one computer-controlled NPC. There are a number of situations that could be covered by this, but let's take a simple one:
I'm designing a game where there are two objectives: to make it to the end of the game and win the biggest prize, and to accumulate as many smaller prizes as possible (these act as the game's "score".) A single human player competes against computerised NPCs who are trying to achieve the same objectives and who play by the same "rules". The game has multiple rounds, and at the end of each one, somebody - either the human player or an NPC - is eliminated. (The elimination mechanic isn't important here.)
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So here's a simple example "round".
The rules are this:
- There are five players competing for four prizes in this round.
- Those prizes are (let's say): £5000, a car, a holiday, and a free pass to the next round of the game.
- The players must unanimously agree on which of them gets each prize - which obviously means that, since there's only four prizes, one of them goes away with nothing. (There are other mechanics to compensate for this - for example, the possibility of early or late-game "deals" between players who agree to help each other win in exchange for help not being eliminated.)
- If the players don't agree, nobody gets anything.
The easy part is planning the NPCs' behavior. Each of them has a distinct "personality" - for example, some are more likely to be cooperative and will look to make deals, whereas others are ultra-competitive and will only accept a positive outcome in each individual situation. Some may have alliances with others, and want to give them good stuff; others may dislike them and want them to take nothing. The NPCs can easily behave in definable and predictable ways.
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The part I'd like suggestions with is the actual negotiating mechanic. I've considered the following:
1) Turn-based: This would probably be the easiest but also the least elegant solution. The player would spend a lot of time just reading text from randomly-generated NPCs, which is not exactly my idea of a fun game.
2) Real-time dialogue: More fun but less practical. It's very hard to program in a system of dialogue where the options might change according to what others have said, especially if what they're saying is updating in real-time. For example, if NPC #1 proposes a solution, does the human player then need to have an EXTRA dialogue option added on the fly for "I agree / disagree with NPC #1"?
3) The "Populous" approach: taking direct control away from the human player and having them "guide" an NPC character instead. The character's actions represent the player's decisions - for example, have a panel that allows you to match a specific player with a specific prize, and watch your character argue for this position based on his or her specific character traits.
This is definitely the most practical way to go, and the player constantly has the option of changing their mind on the basis of what's being "said". But I'm not sure I want to take this much control AWAY from the human player, and have them just act as a "guide".
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So what do you guys think? I'm definitely leaning towards option #3, but I still think there may be a better way to go. Does anybody have any ideas to improve it?