The objects of Marlinspike story world are simply bundles of state and invoked behaviors. For example, props include such state as their current location in the world. They may also define their own specific responses to being affected by different verbs. The particular details of objects' state and behaviors are left to the implementing game.
Similarly, non-player characters are not autonomous agents. Instead, NPCs are simply comprised of a number of game-specific attributes. Example attributes might include morality (how altruistic or self-interested that character is) and affinity (how much they like or dislike another particular character). These attributes may then affect how certain verbs are translated to actions and how the NPC behaves in different scenes. NPCs might also contain their own set of potential conversation responses, which can be used by scenes to customize the story's narration depending on which particular NPC has been selected to perform the events of that scene.
Argax Project : Dissertation :
A Rough Draft Node http://www2.hawaii.edu/~ztomasze/argax |
Last Edited: 09 Apr 2011 ©2007 by Z. Tomaszewski. |