Sorry about the ridiculous title.
I would like to have a discussion with all of you regarding the as-yet untapped possibilities for dwarf emotions, personalities, relationships, and free will.
Some of you may have already visited me and my brother's website,
http://dfstories.com/. While out looking for stories for the site, I came across a fantastic story which was, surprisingly, NOT from Dwarf Fortress.
I say "surprisingly" because I've never come across another video game besides DF that's even remotely able to tell good, procedural stories - until I read this one, set in the world of
The Sims 3.
http://aliceandkev.wordpress.com/Go ahead and read it. Do it now!
After reading it, I realized that there is something missing in many Dwarf Fortress stories. I'm not sure exactly what it is, but The Sims 3 has it* and we don't. So why let them hog all the fun?
I'm not sure how personalities, moods, and relationships could possibly be implemented in DF, which is why I'm putting this thread in the general discussion forum instead of the suggestions forum.
I do have some vague, half-baked ideas, though - and tell me if you've heard 'em before:
Instead of the single, crude "happiness" variable that dwarfs have now, they could have a variety of emotions, each one with its own variable - such as happiness, rage, boredom, and blood-alcohol-level (this one can be either too high or too low!) ...I'm sure there are some more, but I can't think of anything else.
Currently, the only emotions that a dwarf has are very limited and predictable. There's only one variable for general happiness, and, of course, the three big moods:
-tantrum
-Insane/berserk
-melancholy
I feel like there could easily be a whole smorgasbord of moods - a spectrum of interacting variables which would allow each dwarf to express themselves uniquely. Like a dwarf who is angry enough to smash stuff, but not SO angry as to do it haphazardly - not breaking his own things, and/or only smashing stuff when out of the sight of others (although that would require all dwarves to have a sense of ownership, and a line-of-sight).
Or maybe a dwarf who is feeling kind of depressed, but not SO depressed as to stop eating entirely. Or perhaps a dwarf who eats MORE when depressed, to the point of sluggishness or even death - or a dwarf who DRINKS more when depressed, leading to all sorts of fun like liver failure, blacking out, vomiting, and death (all of which are already programmed!)
There's also the distinction between one's normal personality, and the mood which one is currently in. I'm not sure how that could be coded.
* I'd very much like to hear from someone who has actually played The Sims 3. (I have only played The Sims #1.) How much of that story do you think came from the game? How much of it was being controlled by the author? (He does, after all, have control over both Kev and Alice. How much, I don't know.)
You can also tell, in some of his screenshots, that he crops off the picture balloons, possibly because the picture is not in line with the story he is telling.
Furthermore, the expressions of the characters are fantastic, but I can't help wondering if they were simply engineered that way by selecting one conversation option over several others which would have garnered much different results - like a little puppet show. But I dunno.
Anyway, what do you guys think? Procedural personalities and interpersonal (interdwarfnal?) relationships... How should they be done?
Should they be done at all? How much of this is already planned? Discuss!