Author Topic: Is it possible to 'lose' in an area?  (Read 1130 times)

Offline superking

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Is it possible to 'lose' in an area?
« on: September 01, 2011, 05:03:09 PM »
Or to put it another way, if I play like a complete goon and kill lots of characters, fail hard at the strategic level and do everything possible to put friendly NPCs in danger, will I end up in a barren area that will remain so as a consequence of my actions?


Offline x4000

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Re: Is it possible to 'lose' in an area?
« Reply #1 on: September 01, 2011, 06:44:40 PM »
Yes and no. 

Yes, the area can easily become barren, with all the NPCs killed off, if you act like a murderer and kill them yourself, or alternately if you do not-smart things at the strategic layer and let them all get killed off.  And yes, at the moment the area will never become more populous or recover without some help from you.

On the other hand no, it can never be an unrecoverable full-out loss.  You might have to go way out of your way to find NPCs to recruit to your now-barren settlement, but you can do it.  You can find enough of them to repopulate the whole settlement, and then the folks there can rebuild whatever was lost.

So... yes and no.  There is nothing that is ever unrecoverable in this game, but you can definitely royally hose up areas in a permanent sense that the NPCs can't recover from (but you can).
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Offline Ozymandiaz

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Re: Is it possible to 'lose' in an area?
« Reply #2 on: September 02, 2011, 08:45:16 AM »
If you in a fit of madness kill half of your friendly NPC's in an area, will the rest turn hostile towards you?
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Offline x4000

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Re: Is it possible to 'lose' in an area?
« Reply #3 on: September 02, 2011, 08:53:20 AM »
Not yet, but we plan to have them do so in the future.  However, when NPCs or players die a lot, it will reduce NPC happiness for a while, which will in turn reduce their productivity.  So even now there are consequences.  But Keith and I have talked about doing a lot of much cooler things with NPC reactions to having each other be killed, such as having them turn hostile, or even send out bounty hunters after your character if you've really been on a murder spree with them.

I'm always reluctant to discuss conjectural features like that because some people then think "this is coming, and it's coming soon," when in reality that's not the case.  If there's a lot of interest in having the NPCs react more to things like that in beta, then I imagine we'll look at it sooner than later.  I personally think that a GTA-style "avoid the bounty hunters and roadblocks of the NPCs that are mad that you're a murderer" sounds like an awesomely fun time (and of course if we did that, we'd need a way to get into that gameplay mode that would not involve murdering innocent people -- some sort of evil bounty hunter event that could be triggered, basically).

But anyway, this is a giant and a complex game engine, and there are a lot of ways that we could take it as we're increasingly getting into content development.  We're going to be developing like mad during beta either way, but a lot of what specifically gets implemented depends on what people are showing the most interest in, what we find most fun, what ideas occur to us or get suggested during beta, etc.  So it's possible that features like this could get delayed indefinitely or never happen, but that would just be because there were more-cool things that we were focusing on instead. :)  There's not a technical barrier here, anyhow, is what I'm saying.  It's just the time to implement and thus the opportunity cost of whatever other features we would have implemented instead.
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Offline Ozymandiaz

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Re: Is it possible to 'lose' in an area?
« Reply #4 on: September 02, 2011, 08:59:07 AM »
Cool stuff :). Makes sense to wait and see a bit before doing too much yeah.
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Offline x4000

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Re: Is it possible to 'lose' in an area?
« Reply #5 on: September 02, 2011, 09:03:56 AM »
There was also just a line we had to draw before beta -- how cool is cool enough, etc.  We basically aimed to have a relatively full adventure experience, and some of the strategic and citybuilding and story elements there, and to make sure that all of the elements are fun.  And then during beta and beyond, we get to flesh all that out a lot more.  Our goal for beta was mainly to have something that people can play and really have fun with, and where they can see where we are headed in terms of the genres that the game encompasses and the types of activities that we'll be expanding upon.  That's different from our goal for, say, 1.0, where our goal is to have a complete game end to end.

Which of course even after 1.0 we plan to keep building on massively, but it's kind of like AI War 2.0 or 3.0; they were complete and fun in and of themselves, and 4.0 and 5.0 were in some senses gravy for people who already liked it (or came to it later).
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