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The way I saw Storybricks initially was basically a lot of words to describe basically The Sims. Each NPC would have a list of "needs bars" which would fill or empty, based on actions by the NPC or the players, and a "personality" which basically told it how fast/slow the bars could fill based on actions, and at what priority it would change his current tasks. With factions % to further modify stuff (I'm hungry, but my faction with Ma Bell is low, not going to go lunch there, that innkeeper though has my faction).I remember understanding that Storybricks was supposed to work something like:
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4. NPC interprets Player_01's actions A and B and synthesizes a novel intelligent response that wasn't in any way shape or form designed in advance by the game developers.
The video of that Neriak courtyard with those DE going back and forth on their stuff was immediately recognizable as a simplified Sims version.
It tends to work if you spend enough time around the "sims" to find out how their random % express themselves. The guy with a % bonus to "need rest" bar filling and a % malus to rest actions is quickly identified as a lazy ass, even though the designers never scripted him as a lazy ass, it's just that the random % yield that kind of behaviour (the same with a high % bonus to emptying would be interpreted as a ADHD guy rather than lazy, constantly breaking work, going somewhere sit, then stand and go somewhere else...)
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