Re: [crossfire] How to integrate old stories in the game?

2009-11-19 Thread Nicolas Weeger
   If one were to go on this logic,than for any given message, it would be
 reasonable for what the player sees to vary based on literacy.

I was thinking of script-based text garbling, actually, but your approach 
works too.


   I do agree that some way for the player to handle/deal with these
 messages would be nice.  I use to resort to copying information down in
 another window, but that takes things out of the game experience.  One
 could imagine something like a special folio object that holds all these -
 the issue is still how to present them to the user.

Client issue that can be fixed.



Nicolas
-- 
http://nicolas.weeger.org [Petit site d'images, de textes, de code, bref de 
l'aléatoire !]


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Re: [crossfire] How to integrate old stories in the game?

2009-11-19 Thread Nicolas Weeger
 A segue to something that has bothered me a bit: there are no longer any
 closed houses in Scorn, having been replaced with randomly generated ones.

 However, there is not much point in visiting them, as they are only single-
 level places with the randomly-generated paraphernalia. If you are very
 lucky, there might be a treasure room or some such, but otherwise they
 are fairly pointless: no monsters on the first level, nothing to do,
 nothing to see...

 How about someone working a bit on the generator, for example have the
 ubiquitous bookshelves actually occasionally contain something useful?


I'd rather see real maps.
The random map generator (which I did) was mostly supposed to compensate a 
lack of maps. If people do make maps for all houses, then the plugin isn't 
useful anymore :)


Nicolas
-- 
http://nicolas.weeger.org [Petit site d'images, de textes, de code, bref de 
l'aléatoire !]


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Re: [crossfire] Changing connection texts

2009-11-19 Thread Nicolas Weeger
   One question would be:  What do you do on wrong password?  A not too
 uncommon situation is you have a new player who is trying to use the name
 of an existing character.  We probably want something that is clear that
 the existing name is in use, but at the same time isn't too confusing if
 they just mistype their password.


Hum, I'm sorry, but your secret phrase doesn't match what I have written in 
my book. Could you restate your name, please?


:)


Nicolas
-- 
http://nicolas.weeger.org [Petit site d'images, de textes, de code, bref de 
l'aléatoire !]


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Re: [crossfire] How to integrate old stories in the game?

2009-11-19 Thread Nicolas Weeger
 It seems these kinds of ideas are good, though I'm not to sure about
 wrong information without some not insanely hard to find way to validate
 wrong data. Of the listed ideas, the first seems most likely to enhance
 play.  The last seems reasonable, though perhaps better done by having the
 missing pieces completed as a related quest progresses as though the player
 is rediscovering the history through the act of digging through and using
 this partial story data.

Validating wrong data is easy - go to the place, see there is no entrance, go 
somewhere else :)


 Without really claiming to have a vision of how to pull it off, perhaps the
 wrong/partial ideas could be supplemented by a mechanism by which a player
 can actually accumulate the stories client side for perusal in more of a
 book fashion instead of the encumbering NPC communication model.  I think
 that the lore and quests in this game are hard to handle because there is
 no practical way for a player to manage the information in more than a
 piecemeal fashion.  Adding wrong and partial stories seems like it could
 go the wrong way if something was not done to balance it out.

Well, for one, players do have a brain, and they could use to remember the 
stories :)
Writing sufficently fun stories would make it worth remembering them, IMO.

Though a good solution could indeed be to have client-side recording.



 Pieces of stories could have identifier tags of some kind that would allow
 them to be fit together into a document on the client.  Wrong information
 could have the same tag as good information - causing the player to have
 to decide which one was right when both were found.

I'd rather have the player organize tidbits herself.
No point in saying exactly what story a piece of text refers to, IMO.



 Agree that wrong information is more realistic in some sense, but am
 reluctant to get too realistic in this regard as it can frustrate rather
 than improve the player experience.  This game is based on a fantastic
 world rather than a realistic one.


So?
Fantastic prevents wrong/distorded information? :)

As long as the searching itself is fun, it should be ok, I think.



Nicolas
-- 
http://nicolas.weeger.org [Petit site d'images, de textes, de code, bref de 
l'aléatoire !]


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[crossfire] What to find in towns, what to find in the countryside

2009-11-19 Thread Nicolas Weeger
Hello.


Right now there are many houses / maps in the various towns which have 
monsters.


What about moving all that outside the towns (which after all have guards and 
such, and should probably be safe places?), and putting them in the country 
side?
Except maybe some mice or dogs here and there ;)


This would leave the town with many houses to put NPCs, have shops, things 
like that. And increase the number of stories to tell to players :)


What would you think of that?

Nicolas
-- 
http://nicolas.weeger.org [Petit site d'images, de textes, de code, bref de 
l'aléatoire !]


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