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More adaptive descriptions

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rookie - member
9 posts

"The Muon lands in the courtyard of the imperial palace, where the master of ceremonies is waiting. Your delegation file out of the ship, tugging a grav-pallet holding the farullopian pearl behind you."

Admittedly, I don't know quite how large or heavy a farullopian pearl is; but given that each is small enough to be embedded into a pendant, I have a feeling the grav-pallet is overkill. :)

Perhaps each game item could have a set of properties associated with it. At the very least, size and weight, which could have discrete values (small, medium, large) or numeric ones; also, each object could have a material (metal, glass, etc); a durability (fragile, durable); a complexity (high-tech or low-tech) and so on. This way the text throughout the game could be modified, both obviously and subtly, according to the properties of the item being discussed: examples: "Your delegation file out of the ship, carrying the farullopian pearl in a small, decorative box." "...carefully pulling the bronze statue on a grav-pallet...", "...lugging space gold on a grav-pallet behind you...", etc. 

These physical properties might play into special events: The Oskoleb emperor might accept any gift that is not high-tech and is not space gold. Alan Smithee might pocket a small object when he leaves, but couldn't steal a big one. When boarding an enemy spacecraft, there might be a chance that any fragile objects found on board are already broken from the fight. An upset crew member might get into a fight with the ship's anthropologist and break a fragile artifact. (Some of these might be a stretch, but you get the idea.)

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