Newsgroups: rec.arts.int-fiction
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From: whitten@netcom.com (David Whitten)
Subject: Re: Internal Conflict & Alternate Characters for Player
Message-ID: <whittenCnwuso.3LK@netcom.com>
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References: <020629DNVABNLOWRNBQX@castlebbs.com> <1994Apr5.175750.24195@cs.tcd.ie> <2nsekh$3rg@news.u.washington.edu> <whittenCnuoG7.Jnq@netcom.com> <2o022n$fsf@news.u.washington.edu>
Date: Thu, 7 Apr 1994 22:36:23 GMT
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This discussion about people's characters being the different than the
player's characters brings up an idea I had over a year ago.

Specifically: Any NPC mentioned or encountered in the course of a game
could be a played.  

Note: This makes writing IF much much more complicated.  This is because
protagonist of the game must be written as a NPC as well.  There is also
the problem of limiting the actions of the character to be within the story
necessary functionality.

My example was being a Taxicab driver.  If the protaganist of the the story
needs to get to the Airport at 12 Noon, and you're playing the NPC of the
driver, You have to be able to be around when he needs you to be. 
Otherwise, your functional role in the story is not going to be met.

It also means the implementor/writer of the game/story will have to actually
write text to tell the player as driver what is happening in the story,
since she won't be in the 'thick' of the story. I imagine the taxidrver
won't be able to do much other than sit in the cab, talk to the protagonist
when driving her somewhere, and drive the cab.

A boring character, but necessary. It also allows a lot more creativity in
the multiviewpoint writing style...



David (whitten@netcom.com) (214) 437-5255

