About the “transparency” of choice in Sacred Fire
Recently on the site Gamasutra.com I came across an interesting article. Its authors are the developers of the role -playing game Sacred Fire. Moreover, I believe that this is a role -playing game, not RPG, since the main parameters of the character relate to his personality and beliefs. That is, in the first place is the “role” of your character that you set, having determined personal qualities.
The action takes place in ancient Caledonia. So called Scotland in the days of ancient Rome. True, only the basis has been taken from real history – the Romans conquer Britain, but so far the Scottish clans are. And our hero has to rise from the bottom, to find influence at the court of the Queen Morrigan, to develop in himself the skills of a warrior and diplomat (where without pumping?;)) and ultimately decide how the story will go. Whether you will collect a single army in order to take revenge on the Romans and forever dump them from the borders? Or you will find a more peaceful way out of the current political situation?
However, there will actually be many solutions. By gameplay, the “sacred fire” is similar to a nonlinear adventure – even in a battle at each move you are offered options for actions in the same way as in dialogs. Moreover, both in the battle and in the conversation, each choice has the likelihood of success, depending on the qualities of the character.
Physical form and dexterity are, of course, important in order to deliver or repel the blow. However, a formidable look can additionally lower the opponent’s skills, instilling fear in it. Or vice versa, provoke an ulcer phrase to the attack and make it open. And if you have been caused serious damage, then in order to rise and counterattack it must be counted with a fist of a certain amount of will.
Literally. The fact is that the hero really accumulates both anger and fatigue and even a feeling of guilt. In some cases, the accumulated "energy" can be used to commit a desperate act. But you can spend on the formation of certain aspects of the personality. And each parameter has pros and cons of. An honest person, devoted to his ideals, will cause more trust in the NPC, but on the other hand it will be easier to give in to manipulations. It is not for nothing that developers call their project a psychological role -playing game.
And here is just the topic of the very article where the developers from Poetic Studio explain why the game in the choice in a clear way reflects the characteristics of the hero and even the percentage of success.
As you know, in most modern nonlinear https://ltccasino.co.uk/ adventure, such as the Game of Thrones from Telltale, the choice options are described very briefly. Rush to save one character, or another. Shout or keep silent. Sympathize or send. It is really unknown what consequences this or that decision will be fraught with.
Moreover, the developers even boast of such an "unknown". Like you decided to save your girl who attracted, and once you ate her zombies. They took on the task of his beloved Sopartiyz, and it was there that he had to sacrifice his life. This is a turn, true?!
Therefore, when among the comments on Kickstarter a proposal was announced to remove all these exact percentages of success/failure in order to strengthen the immersion, the Poetic Studio answered – this is not our method. And that’s why.
If the indicators are removed, then the player when passing will make a choice based on his preferences. At first glance, this allows you to better associate yourself with a protagonist. Indeed, otherwise it will be a temptation to choose an option with a greater likelihood of success, but not corresponding to our "moral position".
However, consider the episode from the start of the game:
You are still unknown at court. And you don’t hurt a lot of self -confidence. Therefore, it is likely that trying to speak with the queen, you will remain with an open mouth, and the rest will simply ignore you.
But since this is the very beginning of the authors still not atrocities, you have an unlimited number of attempts. At the same time, each failure either angers a hero (an indicator of anger grows), or undermines his self -confidence (a fear indicator grows) – depending on the nature that you have laid at the beginning of the game. And emotions change the probability of the result. Anger will help you gain determination, but fear is the other way around.
Of course, in addition to the choice of “speaking” there is still the opportunity to simply cartilage with an ax – then everyone will pay attention to you. But despite the fact that this choice is simpler, it will also make a negative impression on some nobles. And if for you, as a player, this is important if you want your hero to behave properly – you can still choose it despite the low probability of success. And if, contrary to statistics, your character will be able to speak properly, then this success will be no less for you, and may be very satisfied than if you did not know how risky a similar move was.
Developers specifically develop this idea. In case of success, risky decisions open more attractive opportunities, but excessive luck increases the indicator of self -confidence. And at the same time, the envy of competing characters causes (you are not alone for influence and prestige in Caledonia).
And do not forget about the accumulated "oral glasses". They can always be applied in order to increase the likelihood of success, but at the same time it is an extremely limited resource.
As a result, it would seem obvious advantages from the game “most likely success” are leveled by the relationships of psychology and social status, which affect the character of the hero and his relationship. And you return to where you started – to your idea of what role your protege plays. What motives is he guided? What methods correspond to him as a character?
Even in order not to engage in battle or spare the enemy, you must have a sufficient bit of self -control. And if you did not develop the hero in this direction, an attempt to go against the established character almost certainly awaits a failure. And this failure will be primarily because of your previous actions, and not just the random.
And if you say cleanliness, usually a person knows what the chances of success are, at least from his experience. If you tried ten times to umbish your neighbor and only once it worked, it means the probability of convincing such a person in the same situation is 10%.
If you play football, even unprofessional (like Andrei Voitash is a creative designer of the game), you have an idea in which situations you will better manage to intercept the ball or score a goal in the goal. Developed reflexes, muscular memory tell you how risky a throw or blow is.
Obviously, since our hero is a warrior who has been trained to own a sword and bow for a long time, he will also understand how great his chances of committing a particular technique are. Just like other characters-warriors. You can hit the target from an unsuccessful position – this will raise you in their eyes. You will be careful – deserve and appropriate reputation.
Therefore, in the end, knowledge of the exact probability of success, the ability to increase it due to will – all this does not prevent you from plunging into history. On the contrary, these testimonies allow you to better understand your character and get used to his role as you imagine it.
Personally, I see the only possible problem here – it is not clear how the developers will fight the replay. After all, they intentionally want to make a system of conservation as accessible as possible. The player at any time will be able to almost “rewind” the events of the game to the desired point. What will prevent him, having even a little probability of success, to try as many times as necessary? And whether such a practice (or the temptation to use it) will not hurt your impressions? Time will show.
At the moment, the development is in full swing and the Poeticstudio project has aroused interest among many developers. The Kickstarter campaign was very successful – three “additional goals” were achieved, including voice acting with the participation of the cow’s arc (Geralt in the English version of the Witcher).
So if you are also interested in non-standard ideas in plot-oriented games, twisted stories in realistic decorations without any magicians and dragons or just tired of "he will remember this" from TellTale, then Sacred Flame is definitely worth taking note.
