Story, and how quests and stuff should be done.

RatPoiZon

First time out of the vault
Ok here's how I think it should be done. A story as it is should behave like an AI, it assessed your actions and then evolves the plot into the appropriate direction, so that if you're like an evil dude different things will happen and ur goal will change, the quests will change and so on. Like the world is the same (same characters and same locations), but if you do a certain thing it evolves the world, the world is what u make it. Its kind of hard to explain, I guess what I mean is that instead of just preset quests there should be a begining and a bunch of locales in the story to which it can then be linked, so it can web out into thousands of different locations, like going from one to the other and so on, branch out, and the further u get the further u move away from where u could have ended up if you chose something different at the begining.

So this becomes as follows, instead of having a path and having to chose between being good or evil on this path you have this series of locales to which u can be linked if you chose or do one thing over another, and so the story progresses this way which may lead to a multitude of different endings. This way you have a story and a world that is trully affected by your choices and action, it evolves as u progress.

Ofcourse u can not have as many actual locations with such a setup, the more locations the more complicated the story becomes, the more work has to be put into it, up to a point where it becomes impossible to make. I myself am going to experiment with 1-3 locations with a SinglePplayer version of this ut2k3 mod called ShatteredOasis (I'm the leaders on the mod) and see how it works out, to make the game more involved, but only inward instead of location wise. although walking around the same map all the time can never be fun for long. but don't go out spreading rumors just yet, all in good time.
 
After 450 amendments, the Tariff Act of 1890 was passed, and increased average duties across all imports from 38% to 49.5%.[5] McKinley was known as the “Napoleon of Protection,” and the act reflected this sentiment. It raised rates on some goods and lowered rates on others, always attempting to protect American manufacturing interests. Changes in duties for specific products such as tin-plates and wool were the most controversial, and emblematic of the spirit of the Tariff of 1890.[7] However, on certain items, the Act eliminated tariffs altogether, with the threat of reinstatement as an enticement to get other countries to lower their tariffs on items imported from the U.S.
 
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So basically, you want Black Isle to do what Troika is doing with their Temple of Elemental Evil? Sorry, but ol' Timmy Cain has capitalized on that deal (and how!). TOEE will have evil and good endings according to what you do throughout the game (like feeding the dog or kicking the dog).

BTW, your Shattered Oasis mod looks grand. Did you get it entered in the Unreal Tournament 2003 mod contest? $400,000 dollars plus kudos for the best mod! Luck to you and your team.
 
hey atoga, thnx for the link, very interesting read.

And dude thnx a lot, yeah we entered, looking to win some Ca$h :D
 
I agree, and interesting read.

I think this would work depending on how close the relations between the towns are. For instance in FO 2 you have the Bishop, VC, NCR quests that tie in the relationship between these towns.

But generally in FO2 the towns are pretty seperate and autonomous. In that situation, some quests should affect the future of the town or how it relates with others, others won't or will just involve events within the town- kind of like the Duttons/Torr relationships, or finding the watch in Modoc or the Modoc/Ghost farm quests.

Frankly, I like the idea of more interconnected towns, but in Fallout, in which most of the communitities are on their own, chances are the relationships shouldn't tie in together that closely, at least most of the time.
 
ok I've written up a few pages about a standpoint RPG system which I am now developing. what it does is it eliminates the need for a set storyline, and takes u wherever you chose, based on your actions.

Every RPG gamer's dream. :lol:

you have standpoints, which are actions, or choices if you will. like if you choose to do something u are linked to a certain stand point which with itself carries a series of substand points, which are consequences, these are the reaction of the world to your action/choice. and Also they contain your character traits, I'm in favor of starting up with a blank slate of a character, and building through these substandpoints. this sort of system would ofcourse result in an infinity of standpoints and a never ending storyline which is not a great feat development wise, so the solution is to have key stand points those that will symbolize turning points in the game and would stimulate the game and in some cases will result in an end game. Effectively proving for a multidute of different endings... all ending with a bang.
 
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