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Wednesday, August 4, 2010

Interpersonal relationships

The social world of Ai. They go about their day, minding their own business until some variable goes into the negative and then they return an infinite integer and asplode.

How do they react in this world I am creating?

Simple social scale
Good/Bad
A simple scale of the value of a character. Each character has a static value that is interpreted by other characters. Characters only interact with those that who have a greater value than their threshold allows.
An extension of this could be to have each character have their own 'impression' (value) for each and every other character they encounter based on their experiences.
This method simplifies things, but is very shallow.

Friendship levels/ranks

There is a strict level system in which characters have to work up when interacting with each other. While they have to achieve each level in secession to raise up, they can fall several depending on the severity of the disrespect.
 Level/Rank -> Quality
Love/Marriage -> Commitment
Relationship -> Jealousy
Friendship -> Integrity
Friendly ->Honesty
Meeting/Met -> Friendliness
Familiarity -> Consistency
Neutral -> Inactive
Dislike/avoidance -> Deceit
Hate -> Malice

Civ IV Unit properties
On the face of this, this system is exactly like the one above. Simply too linear. The interesting part comes in when characters have certain preferences and certain quality dislikes. Some sections become easier to overcome, some difficult - or impossible.
This list needs to be narrowed down to 4 states max really, for simplicity sake.
While I want the game to be non-competitive, and therefore not have an obvious statistically strong dominant strategy, this system promotes this type of gameplay. Also, the game representation would have to reflect, or at least elude to this system.

Example of representation system

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