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WISH LIST 24: Personal Events

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AJSB
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WISH LIST 24: Personal Events

Dynamic events are a really great addition to games. The problem with them is they are impersonal, and can become generic after some time. The events are on timers, so if you stay in an area too long it becomes a broken record instead of dynamic. Wouldn't it be interesting if there was a system that made events just for you? Here are some examples of what I mean:

1. You enter your base. If you notice that your Key to the City is missing, then you can go check the security footage. If you do, you will be treated to gritty security cam footage (or mystical scrying bowel, etc) of thieves stealing your Key. You would then investigate and get your first clue. From here you would eventually have a confrontation with who stole your Key and get it back. *This system is particularly interesting because it means base items can unlock special content*

2. You get a text message from a friend at work to get drinks at open air cafe. This friend doesn't know you are a hero. When you get there you play a mini game of quarters. As soon as your match ends, one of the patrons stands up while clenching his head and screams. He begins horribly mutating. You know you must act. You can either reveal that you are a superhero to your friend, or sneak to the alley to change. Since this is an open air cafe the battle is open to anyone, and other heroes come to assist you. Afterword, your relationship changes with your friend based on what decision you made. Either he thinks you are a coward for hiding, or knows you are a hero.

3. Your girlfriend calls you to tell you to meet her for a midnight meeting. When you arrive you find that she has been captured by your nemesis. If you fail to save her, then her character will die and be deleted. Act fast!

4. Your mentor has been captured by your archenemy. You created this mess. Fix it!

5. Your half way across the city, and your mom needs her medication. You have 3 minutes.

6. Professor Krattor at Titan Quantum Lab has discovered something odd that he needs your help with.

If there is something in the abstract that I would like people to take away from this it's that we need multiple layers of game play. If all the game play is dynamic events on timers then players will eventually see what is going to happen next. With multiple layers of game play, we might get a game that is complex enough to be surprising.

oOStaticOo
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I think it would be difficult

I think it would be difficult to design an event that is solely based on your character. Perhaps I'm wrong on this, I'm not a programmer. I mean, how would the devs know exactly what kind of situation you'd like your character to have? What about the people that RP their characters? Would they have a choice on what kind of dynamic event would personally happen to their character? Perhaps their character doesn't have a girlfriend, parents tragically died while they were just a young child, lives a solitary life because having friends would put them in jeopardy since they are a super hero, doesn't know who the hell Professor Krattor is, was never mentored in becoming a super hero, or never got the key to the city because some other super hero beat him to it. That sounds more like a player created mission than a dev created event.

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islandtrevor72
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Isn't thishttps://www

Isn't this
https://www.kickstarter.com/projects/missingworldsmedia/the-phoenix-project-city-of-titans/posts/650323
A sort of personal event system?

Darth Fez
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Not precisely. Depending on

Not precisely. Depending on its implementation it could function as a dynamic mission system, insofar that you cannot know when or where you might obtain the mission. Personalized events are effectively impossible to deliver for the reasons Static outlined: one hat does not fit all. When weighing creating dynamic content that everyone can enjoy versus creating dynamic events that will fit only a fraction of the player base, it's not difficult to see why most developers prefer to go with the former. Again, SWTOR and its class stories serve as a poster child for such a scenario.

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islandtrevor72
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Darth Fez wrote:
Darth Fez wrote:

Not precisely. Depending on its implementation it could function as a dynamic mission system, insofar that you cannot know when or where you might obtain the mission. Personalized events are effectively impossible to deliver for the reasons Static outlined: one hat does not fit all. When weighing creating dynamic content that everyone can enjoy versus creating dynamic events that will fit only a fraction of the player base, it's not difficult to see why most developers prefer to go with the former. Again, SWTOR and its class stories serve as a poster child for such a scenario.

I dunno, the way I read the Leads system is that they are not just a single mission, they can be joined to create entire arcs.

here look at this part

Kickstarter wrote:

Step Two; now you decide: will you ‘assemble’ this story for your own use, donate it to your SuperTeam, or even trade the information for someone elses’ Leads? The choice is up to you!.

I take this to mean that each lead can be joined in a way meaningful to your character. Couple that with

Kickstarter wrote:

Step Two; Many factors influence the rate at which you receive Leads. Have you chosen to acquire investigatory Powers? Are you spending time in your Secret Identity as a mild-mannered reporter? Have you noticed suspicious items around town with your Super Sense? Just playing the game should get you Leads at a reasonable rate, but if you choose to focus on being a detective (or the arch enemy of a particular faction, or the scourge of a specific neighborhood), you can collect stories faster.

Means these leads are personal, not only in how you assemble them but how you choose to get them.

Basically I think the OP had a good idea its just the devs had a similar one and are making it happen.

Darth Fez
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You're confusing or

You're confusing or conflating the means of obtaining the mission (potentially somewhat personalized) with the mission itself, which is unlikely to have any connection to the character (beyond the generic 'hero stops villain' dynamic, anyway).

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Radiac
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If I'm understanding this

If I'm understanding this correctly, when you get the "Key to the City" as a base object unlocked and then place it, it has some chance of randomly disappearing every time you re-enter your base (what happens when other people enter and exit the base seems like a grey area currently). Then, when it does disappear, you have some mechanism by which you can get a mission or story arc to ultimately get it back (or fail to do so and have to live without it). That seems easy enough to tie to the "Key to the City" base item itself, I think, and if you chose to get that item unlocked, you would then know you're in for some "retrieve the whatzit" missions later on. I don't see this being tailored to any one particular character in so far as it would always be the same deal and you'd know that going in. Apart from putting "$target" into the read aloud text to have the badguys call you by name, I don't see where this would be specific to one toon really. It sounds good, just not "tailor-made for my character" as was the apparent intention.

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islandtrevor72
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Darth Fez wrote:
Darth Fez wrote:

You're confusing or conflating the means of obtaining the mission (potentially somewhat personalized) with the mission itself, which is unlikely to have any connection to the character (beyond the generic 'hero stops villain' dynamic, anyway).

No I'm not.

At all.

With the ability to combine the leads into an arc it means you can choose to ignore ones that do not fit your character in favor of ones that do.

It may not be 100% personalized. For example it may say 'your best friend' and not 'your best friend Tom'. And if your character is without any friends you don't use that lead. In other words you can tailor the mission to yourself. I also doubt that the entirety of the leads system will be 'beat up foe' it could involve other things such as escort, deliver or talk to missions as well as combat ones.

Let me refer to the OP's post

Darth Fez wrote:

If there is something in the abstract that I would like people to take away from this it's that we need multiple layers of game play. If all the game play is dynamic events on timers then players will eventually see what is going to happen next. With multiple layers of game play, we might get a game that is complex enough to be surprising.

His desire isn't for 100% personalization. It's for a system to be interesting and not predictable. Which this promises to be.