Development Cycle Archive
Thread: Should Force Sensitivity be a known path or a mysterious one? (II)
Message Edited by walkerwind on 07-11-2004 09:41 PM
Message Edited by walkerwind on 07-11-2004 09:44 PM
-Modi Calistinsson
I'll start with my opinion on what the force sensitivity path should not be, and then I'll give my opinion on what it should be. In the process I'll suggest a solution to the jedi population control issue.
On one hand, the force sensitivity path should not be perfectly charted. In particular it shouldn't be based on fixed quests given by static NPC's. On the other hand, it shouldn't be a game-design trick like the holocron-based unlocking system either. It should not reward tediousness, like searching an area for hours for a random spawn or conversing with every NPC on a planet.
So, what should the FS path be like? Ideally, the player should not know from the start how to gain FS points, but after acquiring some FS points he should think: "Yes, that makes sense".
In my opinion, whilethe FS pathshould be mysterious, it should also be based on a known logic and known principles from the Star Wars mythology and the jedi and sith codes. It should also rely on normal gameplay. How fast you become force sensitive should just be based on the way you play the game--that is, on the way you interact with the environment and with other players. The FS path should reward values that characterize the light and dark sides of the force: valiance, gallantry, compassion, cruelty, ruthlessness. (Note that this raises another issue: the light and dark paths should diverge very early on). More generally, exceptional behavior and achievements should be rewarded with FS points. This applies to "bad" as well as good behavior, and to crafting as well as fighting. For example, if you're the first one to locate a patch with exceptional resources in a remote corner of an adventure planet, and the first one to craft an exceptional item with this resource, you should be rewarded with FS points.
Such a system could also provide a solution to the jedi numbers issue: certain types of behavior would make youloose FS points, not just to gain FS points. Some "values" should give you neither light nor dark points but, on the contrary, make you to loose FS points. Material greed could be one of those values, since neither light nor dark jedis are characterized by material greed (lust for power is a different thing). For example, a master of an elite profession who decides to spend hours killing green or blue cons just because they drop avian meat that he can sell for 120 CPU should loose FS points.
There already are several ideas in this thread on how to model "values" in the game. See the posts by BabyRancor, Flynn_Nomad, ToppDof, lund0529, bioshock2, or Stooby for example. Some values are easier to model than others.
Valiance is an easy one. Say you have the choice of getting 10000 XP by killing either 10 blue con creatures for 1000 XP each, or 1 red con creature for 10000 XP. What do you do? Also, do you choose aggro creatures, or yellow dots?
Tracking other types of player behavior may be more difficult, but in the course of routine everyday gameplay we often face defining dilemmas that should have an impact on force progression. I'm sure we could come up with a sufficient number of ideas that wouldn't be impractical to implement.
Message Edited by Cartouche on 07-11-2004 02:01 PM
Message Edited by Cartouche on 07-11-2004 02:05 PM
Message Edited by Cartouche on 07-11-2004 02:27 PM