Someone mentioned marrying companions in a Brazilian facebook group of M&B I'm a part of and I said they should make a suggestion here in the forums, but on the risk of them not being able to speak english, I decided I should make a suggestion on top of this and add quite a bit more content to it.
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A lot of people I have talked to seem to want to be allowed marrying one of their companions, a tavern maid or even just courting a random citizen when walking around inside a town.
It would be really interesting indeed to be allowed to have certain conversational dialogue options when talking to just about any NPC, be them a guard, a villager, a companion, a maid, a shop worker, a thug or a noble.
It could be anything from small talk about the weather to random quests that could be created on the spot by % chance when talking about a problem in their family, how they like to do certain things on their day off or what is their favorite food.
It could work very well with a "Personal Affinity" relation system and also to recruit spies to provide you with information about the world, like I suggested in other posts.
It would open a whole new level to the gameplay, allow for the player to marry just about anyone they want, create one more way players could roleplay by making friends, lovers, cheating, having quarrels, making friends, allies and so on.
It could even open an alternative way that you could recruit companions to your party besides just listening to people's stories in a tavern and then BUYING them.
Because I kid you not, we are recruiting companions by purchase and not by hire. We only pay them once in one "big" value that is not even enough to buy a good helmet.
It would be interesting to talk, fulfill a quest, raise your friendship with an NPC you found and thought to talk in the middle of a town until they become your friend and decide to become you companion... for a fair price per day.
Other things that would also fit this very well would be to provide names to the non-named NPCs after you talk to them for the first time and make them permanent.
If NPCs were to start walking around, "living lives" and having complex animations, this would become even more interesting.
Whenever you first entered a map, the game would make a short calculation on how many "random" NPCs should be spawned across the map according to the "Prosperity" or "Population" value of that fief. Their behavior and precise position would be decided by which area of the map they would be spawned in, to avoid someone spawning within a barrel or forever walking towards a wall.
After you talked to an NPC for the first time, they would be given a name and registered. The next time you entered that settlement, the game would go through the same process but subtract from the number of random NPCs that should be spawned the number of already named NPCs, it would spawn new people and those previous NPCs as well doing something related to where you met them or their background(personality, job, etc) generated previously.
This way, you'd be able to meet a tavern maid you talked walking in the street or buying something on the market.
Their name would replace the type of NPC they are after you talk to them for the first time.
So before you talked, you'd read "Tavern Maid" but after you talk to her and ask her name, it would only show her name.
The more you talked, the more information would be generated and recorded about that NPC and the more complex their behavior would be, sort of like they were evolving and becoming a more important part of your world the more they interacted with you.
This would provide thousands upon thousands of procedurally generated content while also providing more life and immersiveness to the world, all while also creating a great new path to introduce future new quests to the game in a stealthier way by just adding them to the list of possible quests that can be given to the player by NPCs during dialogue.
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deGoucan Scrolls Index
______________________________________________________________________________________________________________________
A lot of people I have talked to seem to want to be allowed marrying one of their companions, a tavern maid or even just courting a random citizen when walking around inside a town.
It would be really interesting indeed to be allowed to have certain conversational dialogue options when talking to just about any NPC, be them a guard, a villager, a companion, a maid, a shop worker, a thug or a noble.
It could be anything from small talk about the weather to random quests that could be created on the spot by % chance when talking about a problem in their family, how they like to do certain things on their day off or what is their favorite food.
It could work very well with a "Personal Affinity" relation system and also to recruit spies to provide you with information about the world, like I suggested in other posts.
It would open a whole new level to the gameplay, allow for the player to marry just about anyone they want, create one more way players could roleplay by making friends, lovers, cheating, having quarrels, making friends, allies and so on.
It could even open an alternative way that you could recruit companions to your party besides just listening to people's stories in a tavern and then BUYING them.
Because I kid you not, we are recruiting companions by purchase and not by hire. We only pay them once in one "big" value that is not even enough to buy a good helmet.
It would be interesting to talk, fulfill a quest, raise your friendship with an NPC you found and thought to talk in the middle of a town until they become your friend and decide to become you companion... for a fair price per day.
Other things that would also fit this very well would be to provide names to the non-named NPCs after you talk to them for the first time and make them permanent.
If NPCs were to start walking around, "living lives" and having complex animations, this would become even more interesting.
Whenever you first entered a map, the game would make a short calculation on how many "random" NPCs should be spawned across the map according to the "Prosperity" or "Population" value of that fief. Their behavior and precise position would be decided by which area of the map they would be spawned in, to avoid someone spawning within a barrel or forever walking towards a wall.
After you talked to an NPC for the first time, they would be given a name and registered. The next time you entered that settlement, the game would go through the same process but subtract from the number of random NPCs that should be spawned the number of already named NPCs, it would spawn new people and those previous NPCs as well doing something related to where you met them or their background(personality, job, etc) generated previously.
This way, you'd be able to meet a tavern maid you talked walking in the street or buying something on the market.
Their name would replace the type of NPC they are after you talk to them for the first time.
So before you talked, you'd read "Tavern Maid" but after you talk to her and ask her name, it would only show her name.
The more you talked, the more information would be generated and recorded about that NPC and the more complex their behavior would be, sort of like they were evolving and becoming a more important part of your world the more they interacted with you.
This would provide thousands upon thousands of procedurally generated content while also providing more life and immersiveness to the world, all while also creating a great new path to introduce future new quests to the game in a stealthier way by just adding them to the list of possible quests that can be given to the player by NPCs during dialogue.
______________________________________________________________________________________________________________________
deGoucan Scrolls Index
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