Polls about COG, HG, and IF games

While that sort of a mechanic appeals to me, I’m hard-pressed to say I’d prefer it because I don’t think most games need or would even benefit from that kind of system.

So I guess my main question to any author considering implementing one is, “Why?” Why do you want to add this mechanic? What specific part of the game experience is improved by having wounds negatively affect skill checks?

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The reason why I would want to implement something like this is because it sounds like fun to me. Other reasons could be it’s more realistic and the fact that I do have a complimentary health variable. I want the Injury variable to be more than simple ‘the variable that increases as health decreases’.

YMMV based on who’s playing. Some people will enjoy it, some people won’t.

4 Likes

(Your poll didn’t work) But I prefer complex troops, I love tactical anything. Side note: it turns into a beast to code.

2 Likes

I think it depends on your audience. If you’re targeting readers who also play tactical games, you should go for more complex troops. If your game is primarily a tactical game. I personally prefer story over combat, and would probably shy away from such a game because of the complex troops—it would be frustrating for me.

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Here, let me fix it for you:

What type of troops do you prefer?
  • I prefer numerous troop types
  • I prefer few troops types
  • Either
  • I have no opinion

0 voters

2 Likes

While “researching” other CoG games, I noticed there were two ways authors are keeping track of the player character’s personalities with their stats: Boolean and Variable. Yes, I know that a Boolean is a variable. It was just easier to conceptualize it this way for me.

Boolean Personalities. Essentially personality traits that are limited, like true or false Booleans. This is where players can specifically select ways that their character can behave. It can be found in Tin Star and Freak: Amidst the Neon Lights.

Variable Personalities. The more familiar way many works in progress projects are developed. These are the standard opposed pairs, percentage, and numeric counted ways that a personality is measured. Think about works like The Wayhaven Chronicles or The One Chosen.

They have their own sets of advantages and disadvantages. Some projects mixed together the two in spectacular fashion. I’d like to know what the folks at home would prefer and if they have a reason for that preference.

Caveats
  • This does not take into account specific ways that variables are used to calculate the consequences of a player’s actions, such as wounds or stress.
  • This is specifically talking about “personality stats” quantifiable by variables, not preset personalities of a character.
  • This is meant for general purpose questioning, not specific ways that the author may manipulate or use those stats (e.g. personality-based checks).
  • And to cover my basis of perhaps treading old territory:
Personality Choice Preference
  • Boolean personalities, static. Allow the player to choose personality traits and lock those choices in.
  • Boolean personalities, evolving. Allow the player to choose personality traits and allow for those traits to change at points.
  • Variable personalities, offset. Allow the player to have baseline personality stats that can be molded throughout the story.
  • Variable personalities, blank. Allow the player full agency to sway, warble, and change the personality that start at a zero-value.
  • Neither, no stats. Allow the player full agency to make choices with no stats to keep track of.
  • Other. Unlisted or more specific.

0 voters

3 Likes

Yes. Option to add images and sounds is fine, and by the end of the day, it still depends on the one creating the game. I just hope that the accessibility aspect won’t be overlooked, and everyone would be able to get the same enjoyment out of it.

3 Likes

This is a great question indeed. The problem is: how complicated it is to toggle on/off every time a skill check is involved?

I’m not against any of the former ways you show, but maybe for me it is a little more complex than that. Humans are complicated, human interaction and relations are more, cause as far as I know, it’s all subjective, maybe, I’m not much of an expert to be honest.

Let’s suppose you build up 80% relation with “x” character, and then you do something bad for whatever reason “y”. Lowering any % to the relation would equate to never have reached a 80% relation with that character.

Combining the two maybe on a more realistic way, would be to let that 80% but toggle another variable, so you can check that your relation with that character was >=80, but you screwed up once on “y”, and that would make it act another way different than a straight “never reached 80%”.

Example:
You cheated on your girlfriend (80% relationship) to save someone from death. Just lowering that 80% would account for that? I mean, some people are more open and forgiving than others and could easily understand and let that go, other would straight out cut the relation forever, I don’t know how you can balance that on a % value. So yeah, for me it is more complex.

It all depends on how you build your game, how much complex you want it to be, if there is really a need for it. Either way it can work without “flaws”. And as always, it only adds to the replayability of the game, and maybe not much to the first impression, though I guess it can be felt as more “deep” and “complex” relation, it could be hard, or even impossible to know until you play another branch of it.

3 Likes

It’s not as complicated as you might think.

Using multi-replace and a boolean variable, I do this.

*create skill_check true

*fake_choice
         #Dodge. @{(skill_check = true) [Agility]|}
                 You dodge out of the way.
         #Brace. @{(skill_check = true) [Endurance]|}
4 Likes

Awesome! I Gotta study the multi-replace feature harder. Thank you very much, @AChubbyBlackCat :slight_smile:

1 Like

I don’t mind if sounds are part of an IF as if I don’t like the sound I turn off the volume :grin:
Sounds can actually make an IF immersive(to me)but if I’m playing and IF that requires high level of strategy and thinking,I’ll turn off the sound to concentrate better

This is just my opinion

@TheGhost thanks for fixing that . I don’t know what went wrong there . I usually prefer the results to be represented in a pie graph though. But don’t worry about it
@Jackpot1776 I share your opinion tactical Ifs are great though sometimes I prefer that I just jump into “battle” without a second thought
@Hannah_Minger I actually thought about your reply and yes I do want to make something tactical but I also want to make something immersive so I decided I make it that the only thing the player does is to hire different troop types(The player can even decide to only hire a particular type of troop)The main effort will be to increase your millitary skills(millitary skills may only come into major use in major battles)in order to select options that will greatly reduce your loss to the enemy .

2 Likes

In a historical-fiction game (I understand this is not a popular genre) where you play as a child of a real-life historical monarch and their real-life historical spouse, would you be okay with playing as a character of the race and ethnicity of that particular ruling family? :grinning:

That was purposely written to be vague so you can substitute any historical empire/nation into the question, so it could potentially also help other people who might be wondering the same thing, but i do actually have a specific time + setting + historical ruler in mind (Genghis Khan) :laughing:, as I’ve been working on a game for a month, but I hadn’t thought to ask this question until now.

How do you feel about a set ethnicity/race in this specific type of games?
  • I would give it a chance
  • I wouldn’t play it

0 voters

Thanks for reading this post! :smiley:

1 Like

My real preference for the personality stats is “other.”

Personally, I’d like to be able to lock in personality stats in the beginning while being able to build them higher–and use those for flavor. But don’t use those stats for choices and give the player full agency to choose.

That said, I have truly grown to hate opposed pairs for stats. Characters can be sarcastic as hell but also be serious when they decide to be. Characters can be intimidating as hell to anyone they don’t know but be pussycats to those they like. Unfortunately, with opposing pairs, your MC gets stuck with one and starts to become a one-dimensional character that is kind of a joke.

7 Likes

How many of the titles from these libraries do you own?

Choice of Games
  • 1 - 5
  • 6 - 10
  • 11 - 15
  • 16 - 20
  • 21 - 25
  • 26 - 30
  • 30+

0 voters

Hosted Games
  • 1 - 5
  • 6 - 10
  • 11 - 15
  • 16 - 20
  • 21 - 25
  • 26 - 30
  • 30+

0 voters

4 Likes

I agree with you, but on the other hand what you’re suggesting is really hard to achieve. The other solution would be not to have personality stats at all.

1 Like


This is how Mind Blind approaching personality.

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I chose “I won’t play it” on a caveat:

If you already planned a specific setting, the empire, I prefer to play in that setting instead of a vague setting that could fit your specific setting and others. I’d say: might as well go all in.

4 Likes

I think @rose-farmer meant that the question was purposely left vague so as to focus on whether you would play as a fixed-ethnicity character, regardless of what that ethnicity was, not that this would be vague in the game itself. (Obviously you would know who your parents are and what empire you belong to, right? :joy: Otherwise what is the point of using real historical characters? )

3 Likes