Rozovian’s Music Log

www.ocremix.org/artist/4795/

Talking about Fighting

Posted by Ad on November 21, 2011

How do you make talking as interesting as fighting? Extra Credits had an episode that touched on this. It got me think, and that got me writing, and now I have a few ideas. If only I could program; I could whip up a concept demo thing to see how it works.

I wrote a little dialogue (or monologue) script, essentially a one-sided dialogue tree, and that got me thinking further, on how to actually taking combat mechanics from jrpgs and make a fighting game about talking. Say you have three ways of influencing someone – appeal to their heart, their brain, and their guts. Just three, to keep it simple. Different characters would have different values, so they’d be influenced differently. The attacks would be akin to those in Pokémon, attacks of different types.

Dude attacks Opponent with Vulgar Reference. -20 IP.
Opponent attacks Dude with Your Mom. -7 IP. It’s not very effective.
Dude attacks Opponent with Appeal to Honor. -63 IP. It’s SUPER EFFECTIVE!
Opponent uses Pep Talk on himself. +12 IP.
Dude attacks Opponent with Your Mom. -3 IP. It’s not very effective.
Opponent attacks Dude with Neologisms. -33 IP.
Opponent is confused.

You get the idea.

Another way of doing it, or a way of adding to the above, would be to string attacks together in combos, where Vulgar Reference would do some damage, but Your Mom would do _more_ when following up a Vulgar Reference (against someone weak against those kinds of attacks), not to mention that it might let the user recover some of his IP. Not sure what IP stands for here, I forgot what I wanted it to stand for while I was writing the examples. Oops. Intellectual points? Maybe it should be Conviction Points, or Persuasion Points? Or Willpower?

There’s probably some game out there that uses stuff like this. Would be interesting to work on a game like that. Wonder how they make the graphics as appealing as combat graphics… on the other hand, FFX and similar game has a lot of redundant animations between combat options, and old FF just have the sprite move forward, wave an overlaid weapon, and the enemy flash and shake slightly.

Character design would need work, tho. A suit might sway the brain, a sweater the heart, a military uniform the guts? idunno. What kind of equipment do you need to talk? Megaphone? Talkbox? Breath mints?

On a mostly unrelated note, the dialogue-wise uncomplicated (well, occasionally an option more advanced than before, and some humorous responses) new Zelda game is out. And I have it. Yay.

edit: silly me, I forgot to write a post title. The Twitter post was smart enough to just use the text instead, with the last word getting hilariously truncated.

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