Original Post
Right, so the first time I posted my game idea it was a mixed bag. After some agree/disagree/learn posts I've decided to give this a second shot... Game: Revolution! Revolution! Genre: 3rd person Sandbox Action/Some sort of stratergy that I can't put my finger on. Basic story: In 2016 the Russian Federation breaks down into civil war, with the entire country slipping back to comunisim. Seperatist rebels break away with the help of a large portion of less than loyal military and form the small nation of Volstaken in 2017. During the first year of the nation's existence an ambitious and extreamly violent military genius climbs the ranks of the Volstaken army with the main character, a hired ex-SAS Welsh soldier paid to train the armed forces, as his right hand man. When you cannot take the violence and twisted nature of your superior any more, you atempt to resign. The General doesn't take your resignation too well, you having seen far too much, and has you shot and thrown into a river(Hehe...) You are saved by a street boy in the slums on the outskirts of the city. Presumed dead, you go into hiding for three years. In 2020 the president of Volstaken is assasinated and your former general begins a bloody military coup with the entire armed forces behind him. Your job is to come out of hiding and lead a resistance force against him in anyway you see fit. Here are some Quotes from the former thread so that we don't have to have the same arguments again... "The idea of an npc forming an opinion of the player has been done before, mostly in Lionhead games. The problem of over working the processor could be solved by having the peoples different opinions set aside and giving the player an 'aura' baised on his actions. This preception of the player would of course be based on what was actualy known about his or her actions - therefore allowing for full GTA violence if that is what the player wanted, just keep it behinded the scenes for the people. As far as knocking on there doors and asking for them to vote for you, well that would just be silly. A revolution doesn't have to involve an election and almost always happens on the streets. I would sudjest just giving each faction of people an overriding set of prefferences and then certain individual preferences. As for there memory being updated all the time, that is far from necicary. There would be something along the lines of a newspaper that tracked your 'known' actions and it's current status would be used to determin reactions on the spot baised on the afformentioned faction disposition and personal preferences. On to dipplomacy well just look at Bioware's RPGs, they have been doing perfect stem based conversations for years. Sure so this limits the flexability and how many could be in the game but it is still perfectly possible. Hell look at what they are doing with the Mass Effect conversation system and tell me it's not possible. Of course there would be a branching story but that does little to nothing to restrict a player if he or she just takes time between story driven events." "Though it is deffinatly true that you would be dealing with large amounts of NPCs I'm slightly banking on the power of the next generation of consoles to tip the scales somewhat, and that's also why I would go the factions route. I was thiking that personal prefferences could be put on a scale of -3 to +3 for different things. The player beating a revolutionary opponent in the back alleys of the slums for instance, when seen by a gang member who has a +3 disposition toward violence will have a positive effect to the whole gangs ideas of the player though not necicarily on the individual level. I think the game would feature missions as a faster more scripted way of gaining a following, though not necicarily a compolsery method. Much of the diplomacy would take place in the missions. But prehapse you could set a type of thing to be saying to the people and then walk around, this would effect you current 'aura' and the language could be done in a sort of russian-like gibberish like the Sim's approch to language." "That is why I wanted to swing more toward the 'Spur of the moment' idea. When a crowd of very cold and very pissed off people are being given a speech from someone they already hate then all it can take is someone to throw an empty bottle at the podium. I was thinking far less political than we seem to have swung. But all are valid points that deffinatly need addressing. Maybe it should aim more at learning what the people want and then exicuting it in the right situations to get the desiered result. Talking could be entierly based on a chosen topic that when near people - your character will attempt to speak about thus causing an effect. Topics could span from "Follow me." to "Bad mouthing the opposition." So it would become important to gather information before attempting anything, adding to the stratergy." Any ideas or sugestions would be great, I'll show some concept art once I get my scanner going again...