Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: About the dialogues - Attention points and more realistic dialogues  (Read 815 times)

Kesc

  • Bay Watcher
    • View Profile

  Well, don't got much to say...

  What do u guys think about attention points? For example: The badass dwarf has a big scar on the face, that would be an attention point. They gonna say "Oh my god, what a big scar". Every building, every person and every action'll have their own attention points. A dwarf with no legs may have more attention points than the normal dwarf. The npcs'll have 2 kinds of dialogues:

Open - Information about the NPC, his family, places, friends.

Closed - About things that happened actually, for example: The dwarf kills a cat, the other says: "You murder!" as a instantaneous reaction. In another mean, a better simulation of social relations.

Is that possible? I think it's a good idea, maybe modify it and fix some things... Also, sorry if my english failed, I hope it's understendable.
Logged

orbcontrolled

  • Bay Watcher
    • View Profile
Re: About the dialogues - Attention points and more realistic dialogues
« Reply #1 on: December 10, 2010, 12:15:18 pm »

I frankly have trouble imagining any other way it *could* work. If DF is intended to eventually simulate realistic interactions, then you would have to implement norms and things that deviate from them. It's my understanding that this is already planned to take place, at least on the societal level, so that people recognize you as an outsider for example. Extending those norms to individual points on the body seems appropriate, considering how much detail DF likes to go into.

The biggest pitfall I see is (as always) CPU and memory. The best case would be if every person in the world would take the sum of things they had seen, done, and been taught, and average it all out into a personal concept of what is "normal". Then when meeting people, they would compare your appearance and behavior to that norm and respond accordingly. The problem is generating and storing that vast amount of information, so it will probably have to be compromised so that norms are generated more arbitrarily, and for larger groups at a time.

Still, it's fun to look forward to the day when you can surprise a townsperson with your lack of legs, spend the next 10 years cutting the legs off of everyone in a 50 mile radius, and then come back to find that he is no longer surprised at meeting a legless person. :D

Incidentally, have you listened to (or read) the periodic "DF Talks"? I recall Toady going over his plans for interpersonal interaction in a lot of detail in at least one of them.
Logged

Gorm

  • Bay Watcher
  • not related to Gorm of Denmark
    • View Profile
Re: About the dialogues - Attention points and more realistic dialogues
« Reply #2 on: December 10, 2010, 08:03:55 pm »

I agree that the current system is quite limited and I'm waiting for the time when you get more interesting reactions to things that happened, especially those that you made happen. I wouldn't expect it too soon, but I'm sure it will happen eventually.



In other news, thanks for my sig, orbcontrolled!
Logged
As dwarves slowly lose their stats over time it's natural for them to get fatter as they age because there's no activities to train healing rate.
so dwarves that die of old age in DF dont get shriveled and weak, but huge round masses of meat and fat that explode spectacularly upon their final birthday?