Carrying on..
Drawing a weapon or aiming a gun...
As i said previously the expected outcomes are Ulfric would draw his own weapon, Sully would have the default action, Wrex would mid to extreme fight and Ben would extreme flight.
again as before not changing anything would result in the reactions staying the same as the minor physical interaction results. Ulfric and Sully would come out as the default, Wrex would be the mild aggression and Ben would be Mid flight
So are there any factors which wouldn't apply in this situation?
Personality is a big group to discount and would be a major contributor in the individuals reaction
Reputation of the player will either help to put the player at ease or heighten whichever extreme that character is most prone to.
Past Experience of the player will do the same.
Environment, I don't think environment would change how someone reacts. Dangerous place or safe place, you would react the same in either...so discount that ones score.
Relationship to the player would probably still affect you in the same way past experience and reputation would.
Removing the environment however necessary actually doesn't help in this case though.
New scores without environment influence
Ulfric:0
Sully:0
Wrex:0
Ben: +1
It actually balances them out.. so maybe it's time to delve a bit more into the aspects of a characters personality and see whether certain aspects could be ignored.
I attempted to use the original three category split to work this in but honestly after finding that character design checklist (almost?) yesterday i figure it would probably be better to have that checklist make up the personality section for each character and then grey out the aspects that wouldn't affect each interaction. So the personality score would be more influential as it probably should be anyway...
So that means it would change the system factors balance. almost splitting it into three parts instead of five?
NPC related things, All the personality checklist.
Player related things, reputation, past experience, relationship.
Environment related things.. well just the environment really.
It's difficult to explain in purely text so here's the new version of how things would affect it.
So as i just said there's now three major factor sections. NPC, player and Environment.
Personality section has all of the traits mentioned here but there doesn't seem to be a place for prejudices so I've added that in too, also minus the physiology section because as already mentioned i'd need a different set for each build of character.
The player section would have reputation, past experiences and relationship in.
Environment has to be its own section as with body language context is very important.
So to test the new system i'm effectively going to have to re do the character bios to follow this and then test each interaction again...here we go.
NEW CHARACTER BIOSwent all fancy and used Excel to keep it clearer
For the purposes of this one I've removed the key trait aspect that existed previously but kept the rest. I've done this more for simplicity reasons and then if its needed i'll consider adding it in again.
At the moment this new system is giving appropriate results for minor physical. Wrex would be expected to flip out at nothing, Ben would run away, Ulfric would be restrained but angry and Sully would probably not mind at all.
Ok to cut a slightly longer story short. I've just attempted to remove certain factors that i would think wouldn't affect a characters reaction for the major physical interaction but i'm running into quite a big problem. By taking out a trait such as the relation ship between characters it achieves the desired affect in 3 of the characters as it increases the likely hood of Sully and Ulfric to get angry and fight but it decreases the likely hood for Ben to run away and so confuses the system. this happens with other traits as well and basically shows that this system is also highly flawed in a similar way to the last one.
Why i think it doesn't work
The main issue with
both approaches to the score part is that you can’t grey out the same areas for
every character because it just doesn't work. Generalizing the reactions of
individuals especially individuals that have been designed to be pivotal NPCs
is too simplistic to produce the appropriate numbers required for credible performance.
In hindsight the traits that are used based on the Lankoski, Heliö & Ekman method of character design aren't suitable guidelines
to consider as they are focused on the characters perceivable personality and
not the aspects of the character that are never going to be explained to the
player apart from within stressful situations. In essence the whole concept of
using characters perceived personality to dictate their reaction is flawed as
in real life people’s subconscious will dictate their choice of action. A way
to overcome this problem would possibly be too completely re-evaluate how
pivotal NPCs are designed to help devise a comprehensive list of traits that
would influence a characters subconscious decisions, however even doing this
would not solve the initial problem of over simplifying human emotions.
Well now that the system is pretty much well and truly dead which i'm not surprised about all that remains is what i'm going to show at the showcase.. I'll make a seperate post. This one is messy.