Post by Leonard on Jan 31, 2016 22:49:25 GMT
Developer's Diary #2 - Relationships
From the start of planning the game, relationships were supposed to be one of the key points of the game, so they are deeply involved in the mechanics and the plot. Having different reputation meters with most of the important cats can provide a lot of replayability, and allow the player to immerse themself into the world more, and provide another layer of role-playing and result in more open-ended world.
*Gameplay interaction*
That being said, it also results in lot of problems and things to consider during the planning stage. Having to measure reaction of characters to player's words and actions, as well as providing different actions for NPC depending on relationship values takes a lot of time, and it's easy to overlook a natural reaction at times. However, I think that this cost is easily worth it.
Designing the influence of relationship on the player is a fun part, though. Even in the demo, the game tracked Snowpaw's reputation with various characters, and it had bigger or smaller influence on the game. Part of creating more natural flow is creating a deliberate delayed feedback at times, but providing a more direct one at times. Part of the point is also to take pressure off the players from feeling like they have to minmax the system, and instead try to play as their characters.
To also further this point, sometimes having a positive reputation may not be the best thing to have - a friend may not want to tell you the truth if he thinks it would hurt your feelings too much. Sometimes having someone that isn't too attached can be useful, if only to say the harsh truth.
And having rivals may also prove worthwhile...
That being said, friendship with characters is going to be beneficial a lot of times, too. In the demo, one could see a bit of that influence - some more mechanically important (Nettlepaw/Blackheart only offering training to the cats they like), and sometimes just being there for flavour(like Kestrelpaw making the player a comfy nest with feathers if player decided to visit him in medicine cat den). For most part, it's mostly going to affect dialogue - but sometimes, it will also allow player to improve the team member stats,give them a new move, or improve the effects on their moves - to simulate the better morale and dedication of the characters.
Something directly tied in with this system, is a concept of heroic moves. Every permanent companion is going to have their own character arc, and if player manages to help the companion achieve their lifelong dreams, fulfill their goals, or have a significant influence on their life, they will unlock their heroic move. These moves are significantly more powerful than normal ones, and are relatively cheap in energy - but they can only be used once per battle. Even with that restriction, I think that heroic moves will prove to be very useful, but they will not be mandatory to beat the game.
Some characters may have different endings to their arc, and may end up with different heroic moves - or none at all.
Main character will also get access to heroic moves, but they will be gained in a different way - most likely as a rewards for some complicated quests.
*Romance*
This seems like one of the most demanded features, so it deserves some mention! Most of the team members and some characters outside the team are going to be romanceable - with possibility of having kits with them in the long run. All romances are going to be fairly lengthy. Conceptually, completing a whole romance is, by design, supposed to take at least 30% of the playthrough - assuming optimal decisions and that it won't end up with a break-up! Various characters are going to have a different idea of what their perfect mate would be, and what behaviour they consider acceptable - a good understanding of the character, including their depths is going to be necessary to end up with a character of the choice.
Some characters are going to be more tolerant or restrictive regarding the player behaviour - again, a good understanding is going to be necessary.
Romantic relationships are not going to provide much gameplay help. I feel like that would force the player too much into participating, and I feel that romance should be completely optional.
Of course any feedback or suggestions regarding who You'd like to romance with are welcome!
Some screenshots:
Next month diary - quest design!
From the start of planning the game, relationships were supposed to be one of the key points of the game, so they are deeply involved in the mechanics and the plot. Having different reputation meters with most of the important cats can provide a lot of replayability, and allow the player to immerse themself into the world more, and provide another layer of role-playing and result in more open-ended world.
*Gameplay interaction*
That being said, it also results in lot of problems and things to consider during the planning stage. Having to measure reaction of characters to player's words and actions, as well as providing different actions for NPC depending on relationship values takes a lot of time, and it's easy to overlook a natural reaction at times. However, I think that this cost is easily worth it.
Designing the influence of relationship on the player is a fun part, though. Even in the demo, the game tracked Snowpaw's reputation with various characters, and it had bigger or smaller influence on the game. Part of creating more natural flow is creating a deliberate delayed feedback at times, but providing a more direct one at times. Part of the point is also to take pressure off the players from feeling like they have to minmax the system, and instead try to play as their characters.
To also further this point, sometimes having a positive reputation may not be the best thing to have - a friend may not want to tell you the truth if he thinks it would hurt your feelings too much. Sometimes having someone that isn't too attached can be useful, if only to say the harsh truth.
And having rivals may also prove worthwhile...
That being said, friendship with characters is going to be beneficial a lot of times, too. In the demo, one could see a bit of that influence - some more mechanically important (Nettlepaw/Blackheart only offering training to the cats they like), and sometimes just being there for flavour(like Kestrelpaw making the player a comfy nest with feathers if player decided to visit him in medicine cat den). For most part, it's mostly going to affect dialogue - but sometimes, it will also allow player to improve the team member stats,give them a new move, or improve the effects on their moves - to simulate the better morale and dedication of the characters.
Something directly tied in with this system, is a concept of heroic moves. Every permanent companion is going to have their own character arc, and if player manages to help the companion achieve their lifelong dreams, fulfill their goals, or have a significant influence on their life, they will unlock their heroic move. These moves are significantly more powerful than normal ones, and are relatively cheap in energy - but they can only be used once per battle. Even with that restriction, I think that heroic moves will prove to be very useful, but they will not be mandatory to beat the game.
Some characters may have different endings to their arc, and may end up with different heroic moves - or none at all.
Main character will also get access to heroic moves, but they will be gained in a different way - most likely as a rewards for some complicated quests.
*Romance*
This seems like one of the most demanded features, so it deserves some mention! Most of the team members and some characters outside the team are going to be romanceable - with possibility of having kits with them in the long run. All romances are going to be fairly lengthy. Conceptually, completing a whole romance is, by design, supposed to take at least 30% of the playthrough - assuming optimal decisions and that it won't end up with a break-up! Various characters are going to have a different idea of what their perfect mate would be, and what behaviour they consider acceptable - a good understanding of the character, including their depths is going to be necessary to end up with a character of the choice.
Some characters are going to be more tolerant or restrictive regarding the player behaviour - again, a good understanding is going to be necessary.
Romantic relationships are not going to provide much gameplay help. I feel like that would force the player too much into participating, and I feel that romance should be completely optional.
Of course any feedback or suggestions regarding who You'd like to romance with are welcome!
Some screenshots:
Next month diary - quest design!