[quote=Laralyn McWilliams]The new Social Actions sound great–just read through the info in the manual. One suggestion that came to mind as I was thinking through the implications of the system is for community-wide qualities. Imagine an event the entire player base is called upon to resolve. Everyone can contribute based on his character’s skills. When the overall contributions reach a certain threshold, it triggers the next stage in the event for everyone. For example, players can ally with Country A or Country B. There’s a new storyline added where those two countries go to war. Players on both sides are working together to create armaments, spy on the enemy, etc. When either side has reached threshold amounts for swords, ships, cannons and war plans, it triggers the next stage in the conflict. The writers could tailor that next stage to whichever side actually won.
Additionally, the system could be used by developers for quick story-based metrics. For example, each time a character starts a specific story line, you increment a community variable. You can then compare that to your overall number of characters to see what percentage that is of your player base. If developers can reset those community qualities at will (even on a live game), you could make some changes to make the story line appear more frequently, reset the community quality and a “new player tracking” quality, then test again to see if your changes had the desired effects.
All we’d need to do these sorts of things is the ability to have qualities at the story (rather than player) level. :-)
edited by Laralyn McWilliams on 3/13/2013[/quote]
+1. That’s a really neat idea. Actually this could be done by essentially adding a “counter” quality to every storylet that increments any time it is played in-world. This counter would show in edit mode for the author who could gauge traffic on the card. Within the branches, it could compare its own counter to a value. A world creator could also reset the counter to zero. Basically…a storylet trip odometer. There could also be an exotic effect “RESET_CARD_COUNTER” if you wanted the world event to be able to start over based on something a player did.
If you wanted a group task in world, you simply have branches that show before the counter reaches 1000 and a branch that shows after, and explain the card text “The entire town is working to clear debris from this passageway! It may take a while but you can pitch in and help!” or something.
“You press the elevator button. Ding! It looks from the row of lights above the door that the car is on floor 8310. Looks like you’ll be here a while. You might want to explore and check back. Like in a month.”
Another way to do this without adding a counter to every storylet would be to make a “turnstile” quality type. Turnstiles would be meta qualities that increment by however much they are specified to in a branch, but the quality holds this value for everyone’s actions in the entire world. A turnstile quality could be tweaked by the world creator. “Your village must gather 100 wood before that village does!” At 100 you get a new building and the quality resets.
This would go along somewhat with my suggestion for a “clock” quality which would be an odometer which increments based on every turn the local player takes.
Gordon suggested having this work via a Living Story which is also good - the Living Story would increment based on player turns instead of real time. The uber example of this would be giving a player a set number of actions within which she needs to defuse a bomb. The only thing that the living story wouldn’t offer as it stands currently is I’d get emailed that the bomb went off instead of it happening in - story.
The other suggestion that Alexis said to post here is to offer the action bank value as a comparable quality, but not one the creator could alter. This could be used to refer to actions diegetically within the game. For example, the player could be warned that he only has 5 actions left. Or in a game where the player is Rumplestiltskin, hitting the last action would force a card that tells you you’re going to sleep for a while.
edited by HanonO on 3/14/2013