: Where we left last time, we had pretty much agreed that until we had better
: tools to describe characters and their interactions, this would be an
: IF-Hard problem.
: What is current state of the art?
: David (whitten@netcom.com) (214) 437-5255
Why Dave,
I think this is a fascinating idea. <grin>
Maybe we can discuss some of the ways we could design such tools.
IMHO, I think if we formed a set of stereotypical characters, we could just
use the object oriented nature of Inform or TADS to specify what a
particular Non Player Character would be like.
In fact, why don't we look at some of these possible characters?
I can think of the following:
Protector. this Stereotype simply keeps the Main Player Character from
getting some object. Now to be interesting, the Protector must be able
to recognize when the Main Player Character is trying to get it. So this
is basically a defensive personality type, And as long as it isn't combined
with any other stereotype, pretty boring.
Though it is possible that in the context of the Romance I-F you talked
about, I guess things like 'holding hands' and 'kissing' can be thought of
as ways to 'steal someone's love' so it might be useful to use this
Stereotype to represent our Main Love Interest prior to the Main Player
Character 'winning their love'.
Obviously part of defining a protector must be specifying what they are to
Protect.
Guard. this Stereotype keeps the Main Player Character from entering
particular rooms or using certain exits. The obvious use of this in our
Romance I-F would be to keep the Main Player Character from entering the
apartment/car of the Main Love Interest, but when we use the plot map
generalization of Situations as Rooms and Exits as transformations of
Situations, we can see this may be useful also as a way to keep certain
situations from being available from the current Situation.
Obviously part of defining a guard involves specifying what is Guarded.
A variant of the Guard is the Bribable Guard.
Trader. this Stereotype gives the Main Player Character an object or objects
when the something is given to it. The obvious use of this is a ticket
seller at a circus, or a clerk at a store. Less obvious are a person who
smiles back at you when you smile at them. A repairperson also can be seen
as a trader since you give them money and a broken object and they give you
a repaired object back.
The definitition of a Trader involves what they will accept and what they
will give back.
Gofer. this Stereotype does something for the Main Player Character which
the Main Player Character cannot do for themself. Whether this involves
going into the rabbit hole to retrieve the treasure or flipping the circuit
breaker to plunge the room into darkness so the Main Player Character can
kiss the Main Love Interest, this stereotype allows for the Main Player
Character to do two things simultaneously.
A Bribable Gofer, of course wants to be paid/or given something for the
service.
Well, that's my thoughts today on this. Comments anyone?
David (whitten@netcom.com) (214) 437-5255