(just like every dual morality/approval system in video games does, the only solution to this is a non-dual system, which I guess would be much harder to develop)
Actually it wouldn't be hard. I think there is a simple system that doesn't penalize you for anything and allows you to play however you want.
Everytime you would get friendly or rivalry points, you would fill the same respect/reputation/getting to know/whatever bar. Once each milestone on the bar would be reached it would trigger a conversation/quest/bonus, which would be defined by whichever points are predominant. So a bar that's 64 percent Friendly would give you what you would normaly get on a Friendly run, while a 71 percent Rivalry would give you the Rivalry one.
That way you could do things without worrying that disapproval would leave you out of content, characters can more easily change their relationship over time (like real life) and they could still have people leaving you if they wanted to. For example: Once you hit like 1000 points, if the bar was 80 percent rival the NPC could have a hissy fit and leave, 90 percent attack you,... or 90 percent friend, s/he would leave to help other people because you insipred them or something. There are a lot of possibilities.





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