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View Full Version : What Maketh the (Non-Player) Man?


marscentral
10-22-2008, 02:03 AM
This has become something of a pet cause for me over the last couple of months as we've discussed it in various threads. I've decided now to seperate it off, so that the issue can be discussed in more depth. That is Bridge Crew Personality.

First, a little background. We all know Cryptic, being Cryptic, will deliver an immensly detailed character creator that will allow for all sorts of wierd and wonderful avatars. This is I believe being extended to our Bridge Crew too, so they will look as unique as we do. However, this is only skin deep. While contacts, enemies and the like can get away with being scripted in their behaviour and actions, our Bridge Crew will be with us every step of the way. Given this, do we really want them to just stand around, echoing the same canned phrases as every one else's crew, doing only as they're told? For me, the answer is "no". I have seen this from the beginning as an opportunity ti really push the interactivity of player to non-player characters. So without further ado, here are some of the ideas.

Personality Sliders

This idea has been bouncing around vaguely for a while, though credit to Flatfingers for writing it down. Whether this is done by the player or at random when a character is created is open to debate, but basically each behaviour exists on a scale:

Sociable <----> Reserved
Creative <----> Practical
Logical <----> Emotional
Careful <----> Impulsive
etc.


Depending on where the numbers are, the character would be more or less aggressive in combat, more likely to interact with you, more friendly in their posture etc. The wording (borrowed from Flatfingers (http://forums.startrekonline.com/showthread.php?t=10690)) could be changed to reflect different dynamics, suggestions welcome, and it needn't be limited to four. This is relatively simple, so it shouldn't significantly slow up creation for those who wish to skip to the action.

Backstory Based

I've already explained this elsewhere, but I'll go over it again. Players can construct a history for the NPC using preset story elements that they can later embellish if they wish. Each story element has attached to it different personality modifiers (that may or may not be seen) that alter the personality in much the same way the sliders would. Something similar, but less detailed, was used in Mass Effect for the player. It could be used for players here too.

Early Years

Major Federation Planet - You were born on a major world like Earth, Vulcan or Betazed. This has left you with a strong sense of community and an attachment to the ideals of the Federation and Starfleet. (Careful+, Sociable+)

Colony - You grew up on a colony on the Federation's frontier. The Federation means a lot to you, but you know that Starfleet couldn't be there everytime Orion Raiders showed up or crops failed and sometimes you have to go it alone. (Impulsive+, Creative+)

Cargo Ship - Your parents ran a cargo ship and home was wherever you happened to be this week. You had few friends, but those few can always count on you. (Reserved+, Practical+)


Starfleet Academy

Star Student - You took to the Academy with ease and excelled in a number of areas. You were captain of one of the sports teams and passed exams with flying colours. (Sociable+, Practical+)

Recluse - You clearly went to the Academy, you're in the class photo, but weren't there to make friends. Your grades were impeccable and your teachers still speak highly of you, but your classmates still struggle to put a name to the face. (Logical+, Reserved+)


Potentially, this could become incredibly detailed. My list barely scratched the potential surface. However, in essence, it's not that different from the sliders (especially if you tell people what the story elements will do). It does mean that, even if you randomly pick it, each character has a backstory, a past before they met you.

Part of the reasoning for using the backstory is that it could allow for future missions coming from your crew and not just command. One option could be Romance Loved and Lost The person of your dreams ended up with your best friend because of the demands of your Starfleet career. This could, in turn, lead to a mission where they are in trouble and calls on their past love, your Science Officer, for help. Completion could lead to alterations in personality as they put that chapter of their life behind them, or the guilt of not helping troubles them.

I know players looking to get straight to the action are worried that this could slow creation considerably, which is why I'm happy for it to be possible to randomise it and to have little or no effect on combat or other large gameplay mechanics. For us rolepayers, however, this could allow some massive depth for what would otherwise be digital mannequins.

vp21ct
10-22-2008, 03:39 AM
Awesome thoughts, i especially like the backstory based one. The only problem i can see is that even with those, they would be still too bland.

What I think would be good is a little base personallity, based slightly on race, skills, position, and a little thing called personality traights. These would provide bonuses on some stats, but also provide penalties in how they act (ie, Impulsive gives them a better chance at being a little ready at something, but they will never be all ready). I am not entirely sure as to how it all would work out.

the big part though is that i want them to evolve. They could be blank slates at start, but I want them to be as close to people as they can get by the time im endgame. I want them to pick up personality traights depending on how i act in a situation.

Example: I go on an away mission and take my medical officer with me. On the away mission, things start to go bad and the medical officer must start helping some really bad injurys. because of this he starts to become more hardned. After a time however, we find ourselves on a planet where he finds a nice lady who softens him up again.

I want my bridge crew to interact with me, other characters, the enviroment, but, most importantly, eachother. This would make them realistic.

Decius
10-22-2008, 03:53 AM
I like the idea behind this, creates a more depth to your NPC characters. I suppose on the same token the same thing (in a fashion) could be done using Total War's type of trait system, depending on what your characters do and you can even directly/indirectly influence them too. You don't create their traits, they get those from their journies.. for better and for worse.

ravenkind2
10-22-2008, 06:31 AM
I like this idea a lot. I was worried that our crew would just be like every other "pet" in mmos, where they have canned speech and don't do anything until you tell them. Personally that would probably ruin the game for me if you have to micro manage every single crew member to make sure they're on task. I want a feel of autonomy from my crew, but still be able to interject. I mean they are your crew because they have shown you they have the ability to help out a starship, not because they sit their with drool on their face until you tell them to do something.

marscentral
10-22-2008, 06:55 AM
It appears great minds think alike. Bioware has officially announced Star Wars: The Old Republic, an MMO set 300 years after the KOTOR games (and gaming's worst kept secret). This quote jumped out at me, partly because it feels like an extension of what we've been talking about here and in other threads.

Such trepidation is understandable, given that a player's choices will permanently open and close storyline options--and their included quests--and affect non-player characters' reactions. This latter factor is especially important, since players will have NPC companions as in the first two KOTORs. "You'll have dialogue with them and start building relationships with them," said Nichols. The interactions with companion NPCs will also open up new options, as they did in Mass Effect and other BioWare games, not all of which will be welcome. "P*** them off enough, and they may leave, and say 'Screw this, I'm outta here!'" joked Nichols, channeling his inner Eric Cartman.

Full article here (http://uk.gamespot.com/news/6199726.html?tag=latestheadlines;title;1).

Whether they plan on allowing companions to be as cutomized as Cryptic have said (and this thread has asked) Bridge Crew will be, I don't know. But it certainly seems that at least one developer is looking to make NPC reactions to be more dynamic, I really hope Cryptic is on a similar page. We'll have to wait and see.

Oh and now I have another time sink, Star Trek Online, Champions, DC Universe, Stargate Worlds and now SW:TOR. Good bye real life, I'll be back when you have better gameplay.

Rattletrap
10-22-2008, 07:29 AM
-I like the idea, but it could cause programming headaches depending on how you want these indicators to manifest in-game. Further, a lot of this is stuff we as interested players can do without it being an in-game mechanic.

"Ah, yes, my Logical human friend. I knew when i asked you to join me at tactical that your calculating ways would help in finding that weak point on those nasty borg cubes"

The only real difference that would be noticeable in most games would be in combat, which is easy enough to line up using postures of aggressive, defensive, stay, passive. for each individual.

Bottom line: i like the idea. However, if it doesn't make it in the game i still think writing up backstory for your crew, combined with combat postures and a bit of roleplay, will get you there.

Good journey to you.

Rattletrap

marscentral
10-22-2008, 07:38 AM
That's true up to a point, I certainly hope there's room to come up with backstories of our own tied to the vague one for personality, but there's only so much roleplay you can do with a character that is stood there emotionless unless you give them orders.

Warp_Six
10-22-2008, 10:00 AM
When I read the Bioware NPC Companion concept yesterday I immediately thought of the NPC bridge crew and the previous posts by you and Flatfingers. Personally I'd love the idea of having that much depth and interaction with my Bridge/Senior staff. One of my favorite elements of the Trek series was how the personalities of the crew played out in important situations. It doesn't just have to be flavor either. Part of the captain's duties is managing these factors. Game perfomance bonuses and penalties could be alloted accordingly. Also, as stated by others, the NPC crew could be the source of missions in themselves.

I understand for some that these things are not desired or deemed important. And I'm not a zealot on the subject. But if it could be implemented with enough compromise to be comfortable I might like it.

JMD10222
10-22-2008, 10:05 AM
I love this idea. It would certainly help you "bond" with your NPC bridge crew, and add alot more immersion into the game.

DanSeale
10-22-2008, 10:31 AM
Ya know .. add to this the developing skill levels as the crew matures .. and you could end up spending a lot more time developing a very well trained crew and top notch ship .. NOT just moving about the galaxy blowing stuff up.

Very interesting.

willriker09
10-22-2008, 10:35 AM
We can only hope that we can utilize these kinds of personality customization when this game comes out for our bridge crew NPC's (and I'm including the Medic and Engineer in that).

ravenkind2
10-22-2008, 11:53 AM
If the NPCs have some kind of personality, I do not think we should be able to tinker with it. Your weapons officer is that position for a reason, not because s/he's a softy who loves to hug bunnies and paint rainbows.

DanSeale
10-22-2008, 12:51 PM
If the NPCs have some kind of personality, I do not think we should be able to tinker with it. Your weapons officer is that position for a reason, not because s/he's a softy who loves to hug bunnies and paint rainbows.

True ... but it might be fun to give s/he a bit more of a "Klingon" flare instead of a hair-triggered redneck !

:D:D:D

Merchanter
10-22-2008, 01:01 PM
Good poit OldBuzzard. everyone is thinking federation. How about the personalities for the Kli faction NPC bridge crews. Or for the NPC's for every different race. Not just how they will act for me but the general for each of them. How much is actually know about the Gorn?

LordDave
10-22-2008, 01:04 PM
I fully support this inclusion.

Raso719
10-22-2008, 01:07 PM
I'd definatly like to so this kinda thing in game. But I hope, as above, that they don't constantly refer to each ofther as my "creative human freind who isn't very sociable and likes cake" said by his "irational, female andorian who is too sociable and maybe needs some meds"
More subtly in thier text would, of course, get the job done as would body language and facial exprestions. This would likly be the rout they'd take if they did implement this.
Also, having some races have either bonuses or diferant traits to add would be cool. For example, you might be able to move a vulvan's logic slider from 10 (the usual max) to 12, leading to someone resembling a half asleep Ben Stien where as a klingon might have a slider that goes from social to violent rather than social ro reclusive.

marscentral
10-22-2008, 01:39 PM
Good poit OldBuzzard. everyone is thinking federation. How about the personalities for the Kli faction NPC bridge crews. Or for the NPC's for every different race. Not just how they will act for me but the general for each of them. How much is actually know about the Gorn?

My examples were Federation because that was easier for me to write and I'm suggesting the mechanic not offering content. Of course I want to see this on the Klingon side. While we're on about different species, the base personalities could be weighted for preset species so that Vulcans are more logical, Klingons and Andorians are more aggressive etc.

Using the Vulcan as an example. All Vulcans would start with high scores in logic and reserve. However, as you alter their stories they may be more emotional than other Vulcans, but still more logical than a human with the same history.

DanSeale
10-22-2008, 01:42 PM
My examples were Federation because that was easier for me to write and I'm suggesting the mechanic not offering content. Of course I want to see this on the Klingon side. While we're on about different species, the base personalities could be weighted for preset species so that Vulcans are more logical, Klingons and Andorians are more aggressive etc.

Using the Vulcan as an example. All Vulcans would start with high scores in logic and reserve. However, as you alter their stories they may be more emotional than other Vulcans, but still more logical than a human with the same history.

We understand YOUR examples and agree whole heartedly. I think what the other person was driving at is that all too often we tend to thnik of stuff in light of how the "Federation" would play the game. The simple fact is ... there is sooooo much more to consider.

Merchanter
10-22-2008, 02:23 PM
Thank you Ol. That is exactly what I was thinking, and the fact that everyone I know in RL that I talk with only consider it from the fed view. It took me a while to notice it myself. because I was doing it and just thought it would be a nice idea to throw it out for no other reason than expand the discusion and get everyones ideas from different points of view so we can all work to make the game better if from nothing more than excahanging ideas with each other.

DanSeale
10-22-2008, 02:37 PM
Thank you Ol. That is exactly what I was thinking, and the fact that everyone I know in RL that I talk with only consider it from the fed view. It took me a while to notice it myself. because I was doing it and just thought it would be a nice idea to throw it out for no other reason than expand the discusion and get everyones ideas from different points of view so we can all work to make the game better if from nothing more than excahanging ideas with each other.

Cool .. I was hoping that I was not speaking out of turn.. BTW.. my buds call me Buzz ..
;)

M_Wagner
10-22-2008, 11:28 PM
So would this mean I can have an old country doctor who is afraid of transporters? ;)

marscentral
10-23-2008, 12:49 AM
So would this mean I can have an old country doctor who is afraid of transporters? ;)

You could if those options were a possible part of the backstory;) . Hmm, there's no reason technophobic couldn't be in there somewhere.

Varrangian
11-29-2008, 11:31 AM
Personality Sliders

This idea has been bouncing around vaguely for a while, though credit to Flatfingers for writing it down. Whether this is done by the player or at random when a character is created is open to debate, but basically each behaviour exists on a scale:

Sociable <----> Reserved
Creative <----> Practical
Logical <----> Emotional
Careful <----> Impulsive
etc.


Depending on where the numbers are, the character would be more or less aggressive in combat, more likely to interact with you, more friendly in their posture etc. The wording (borrowed from Flatfingers (http://forums.startrekonline.com/showthread.php?t=10690)) could be changed to reflect different dynamics, suggestions welcome, and it needn't be limited to four. This is relatively simple, so it shouldn't significantly slow up creation for those who wish to skip to the action.

I'm going to focus on this, since this is an MMO, I think we will have to be realistic and admit that the level of detail will not be as complex as we've seen for single player games.

That being said, I think the above system has promise. It needs to be fairly simplistic though, so lets say you have the list above but can only pick one or the other not a "slider" kind of option. While it would be limiting I think it would be more possible to implement.

The other thing I would change is that their "personality" should have no impact on combat or their ability to do their duty. It should be mostly for a "story telling" aspect.

Just my .02 fed creds.

marscentral
11-29-2008, 11:45 AM
You make a good point, it doesn't need to be too complicated, so either/or might work well enough instead of a slider. I think it would be cool if it had an impact similar to racial traits, a creative engineer might be better at installing alien parts where as a practical one would be better at repairs. It's not major, but it gives a little flavour.

marscentral
01-08-2009, 12:47 AM
I'm not usually given to raising the dead (over inflated as my ego is), however I'm making an exception for this thread. I was reading the Ask Cryptic over at Champions and wondered if some of this could be developed to personalize our NPC buddies.

The Nemesis system has several elements in common with the way a hero is created, but it also has some key differences. You use the same costume creation system, which allows you to have a very defined and specific look for your nemesis. We found with CoV that players often want their bad guys to look good and their good guys to look bad. Powers are selected from a wide variety of established power templates to allow us to create arch-enemies with the best balance possible. You then get to choose a lot of things that are specifically designed for your Nemesis, such as personality, motivation, and minion types /costumes / powers.

If dastardly villains can get some personality and motivation, can my curious Science Officer or my courageous Tactical Officer?

USS_Parallax
01-08-2009, 01:29 AM
"# Sociable <----> Reserved
# Creative <----> Practical
# Logical <----> Emotional
# Careful <----> Impulsive"

Who says you can't be both Creative and Practical? Both Logical and Emotional? Etc etc etc...

Stupid system.

marscentral
01-08-2009, 01:40 AM
"# Sociable <----> Reserved
# Creative <----> Practical
# Logical <----> Emotional
# Careful <----> Impulsive"

Who says you can't be both Creative and Practical? Both Logical and Emotional? Etc etc etc...

Stupid system.

Thanks for that. That's helpful. I did say waaaaaaaay back in the OP that the wording could be changed to reflect different dynamics.

I raised the thread because I was pointing out that Champions' Nemesis System does seem to raise the possibility of our crew having personality and motivations.

cv_coco
01-08-2009, 02:28 AM
I'm not usually given to raising the dead (over inflated as my ego is), however I'm making an exception for this thread. I was reading the Ask Cryptic over at Champions and wondered if some of this could be developed to personalize our NPC buddies.
The Nemesis system has several elements in common with the way a hero is created, but it also has some key differences. You use the same costume creation system, which allows you to have a very defined and specific look for your nemesis. We found with CoV that players often want their bad guys to look good and their good guys to look bad. Powers are selected from a wide variety of established power templates to allow us to create arch-enemies with the best balance possible. You then get to choose a lot of things that are specifically designed for your Nemesis, such as personality, motivation, and minion types /costumes / powers.
If dastardly villains can get some personality and motivation, can my curious Science Officer or my courageous Tactical Officer?

I seem to have missed this last time round. I like the idea and they can easily make it quick for players not interested in this kind of detailing. All they do is have a random balanced personality created and click next.
And for those willing to spend a bit of time fleshing out our bridge crew this would be a great option.
I'm not an RPer, but I would still like something like you suggested put in.