tag:blogger.com,1999:blog-19575546.post8272915150285814826..comments2024-03-17T09:07:56.678+01:00Comments on The Gaming Philosopher: A Comment on PsychologyVictor Gijsbershttp://www.blogger.com/profile/12770054233775973753noreply@blogger.comBlogger6125tag:blogger.com,1999:blog-19575546.post-33788212685682568812008-07-16T21:45:00.000+02:002008-07-16T21:45:00.000+02:00The difficulty of growth can be inherent in the ga...The difficulty of growth can be inherent in the gameplay. If you've been battling your way past the guards since the beginning, and then you find yourself facing a guard who's too powerful to defeat, it takes a leap to realize that you can talk your way past him instead -- and if you've been smooth-talking the guards all along, it takes a similar leap to realize that when you reach a guard who Tarahttps://www.blogger.com/profile/06574235611152689251noreply@blogger.comtag:blogger.com,1999:blog-19575546.post-1119998846581222862008-07-16T21:09:00.000+02:002008-07-16T21:09:00.000+02:00So, this thought is a bit ill-formed yet, but it s...So, this thought is a bit ill-formed yet, but it seems to me your point about the possibility of growth misses the difficulty of growth. It's hard to break habits; hard to overcome weaknesses in one's character; and if the game doesn't quite rule out growth, it'd still be interesting for the game to underscore the difficulty. A game that told me, in effect, that I'd been so lazy recently I'd Tom Hudsonhttps://www.blogger.com/profile/14295247089905712338noreply@blogger.comtag:blogger.com,1999:blog-19575546.post-34780634842864116852008-07-16T19:59:00.000+02:002008-07-16T19:59:00.000+02:00Jimmy hit the nail on his head. Where this is usef...Jimmy hit the nail on his head. Where this is useful is not in restricting the player's behavior but in changing what the NPCs *expect* that behavior to be.<BR/><BR/>If your knight character has been raping and pillaging his way to the princess in the tower, and then upon reaching her discovers the princess cringing and cowering back in terror-- or perhaps even throws herself out of the tower Aaron A. Reedhttps://www.blogger.com/profile/08274464090619923076noreply@blogger.comtag:blogger.com,1999:blog-19575546.post-80763924084159726552008-07-16T05:04:00.000+02:002008-07-16T05:04:00.000+02:00Very well argued, Victor. You made a believer of ...Very well argued, Victor. You made a believer of me. <BR/><BR/>I usually envision the tracking of a player's traits being used to predict future actions, so a sophisticated plot manager could truly surprise, rather than being used to limit, by a parser that's already limited in understanding.<BR/><BR/>But do the utility of traits still apply to NPCs? Traits seem to be popular in (commercial) Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-19575546.post-13134954404008022512008-07-16T03:48:00.000+02:002008-07-16T03:48:00.000+02:00I agree this concept of play is silly, on multiple...I agree this concept of play is silly, on multiple levels. However, I can imagine a tangential concept that might work: say it is our behavior toward ANOTHER that is monitored, and that determines what that other does at the end of the game. The obvious scenario here is one of child-rearing. Perhaps we play through various scenes of family life, in which we determine what sort of parent we Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-19575546.post-49964997768395179652008-07-16T01:47:00.000+02:002008-07-16T01:47:00.000+02:00It seems like this model would be more useful if i...It seems like this model would be more useful if it were turned around, forcing the player to do things that were <I>unlike</I> the ones he'd done earlier (and thus grow as a character).Tarahttps://www.blogger.com/profile/06574235611152689251noreply@blogger.com