So i want to stress that NPCs are bland in many games today. I think we should have a variety of results from interactions with them and for the most part have a change in emotional paths which equal to profound changes in their narrative outcomes.
Think of this opportunity as a potential for bonus points!
How this data is used to give you an actual Smart Learning Outcome would be that it would need to be stored in an actual database created within the cloud/game server database ($$$); then make certain youâre shown âactual class-corpos,netrunner, so on.â data and the âclass that you really choseâ relationship. So that the coupons made here can contribute to discounts during your gameplay!
I canât say discounts could equate to your PSN or STEAM/EPIC monetary credits for the store- thatâs wrong on so many levels! But since the game is already out for so long and youâve probably need to or thought about farming an undetermined amount of ingame currency (unless you do that hack where you sell this map and whatever). But the potential for you to have saved money without farming would prove to be an unseen burden lifted from the game entirely(you know we all farmed in this game).
ill use RDR2 and Cyberpunk 2077 for a reasonable vice.
RDR2 often had either some kind of offending or defensive response and usually only lead to an A or B conversation which means âoffendedâ or âfriendedâ.
You could also just run into them and push them and they would automatically be offended to the point of hostile (guns drawn).
This hostile and friendly outcome was not the case in Cyberpunk for obvious casual reasons.
You couldnât run them over physically and have them alter their relationship. All you could do is run them over with a vehicle! You didnât want this because they will be dead and the cops come!
In Cyberpunk, you only had about 3-4 lines of random interaction text. TEXT! and it was fairly lame and casual.
I get that you shouldnât be able to be that hostile with them , so I propose that the solution would be to add the ability to ADJUST your relationship with them.
Simply put, saying/offering something to them would change their course of destiny.
Destiny would be that they were on 1 path but by saying something drastic to them would change their course to a second path.
A clear fact though is that in RDR2, the majority of the NPCs had a work-a-day life. It was unique. In Cyberpunk, i couldnât tell. If they actually had one, good.
But to change their path would be even better!
This could be something like sayin something peculiar to them would either make them go visit
1.a ripper to upgrade (promote your favourite ripper doc and give them friend points and give your ripperdoc friends bonus business!), 2 . visit a joytoy( because you think theyâre a bunch of invalids), 3. make them go buy some product (because they look like douche bags and make them feel bad) like making them goto the closest vending machine for a candy bar or to the closest clothing store for new threads! or even get them to purchase a vehicle (no weapons iâm sure).
Then a system of Influence Points could be awarded. And based on what you do could give you discounts at the thing that they did. or something.
How hard could that be? But no NPC did that.
Cyberpunk or RDR2. Like you didnât see them entering a clothing store and buy shit right? It just didnât happen.
Unfortunatey this shit might lead to moral backlash from the media. Bad press. etc. but it would be cool though.
But when i look at this lady, i feel kind of sad what with all her cyberwares.