tag:blogger.com,1999:blog-6324396940713945303.post5783217448352329042..comments2023-09-08T01:32:52.070-07:00Comments on AzeltirWrite - Ben Finkel's Poetry, Essays, and General Nonsense: On revealing Aduna's characterAzeltirhttp://www.blogger.com/profile/12809603653850597281noreply@blogger.comBlogger1125tag:blogger.com,1999:blog-6324396940713945303.post-81230340845737088262009-04-06T20:41:00.000-07:002009-04-06T20:41:00.000-07:00Alright I got an idea, it just took a bit to get t...Alright I got an idea, it just took a bit to get the gears turning.<BR/><BR/>I think there should be some kind of branching tree of possibilities, but determined by player behavior as in #2. I don't think the robbing of direct control is an issue, as long as an informed player can easily play to a specific direction (see Warning Forever or STALKER). <BR/><BR/>Now what I do think would be interesting, and preserve the illusion of her always having been some way, is if parts of backstory depend on these decisions. What if, at any point in the game first has to present an NCP reaction, bit of history, or other such thing that would indicate her personality, the game calculates it from behavior and locks it in?alexhttps://www.blogger.com/profile/00831723251112787392noreply@blogger.com