Just like the Starcraft 2 editor allows authors to create really original and fresh content. It would also help balancing the adventure depending on what classes and numbers the players have. Bah it would release the full creativity of the authors.
We already have plenty of functionality like that. You probably have something specific in mind, so I think it would be good if you described in more detail what you want. I expect that only a small minority of us have any experience with the Starcraft 2 editor.
There is a desperate need for conditional functions. Maybe you do not understand what they are or you would not be saying we have "plenty".
At the moment we have a very limited "Appear when" and "Disappear when" for *some* components. For example, you can create an area trigger, or an objective complete trigger that allows an NPC or Encounter to appear. What you can not do is define a second condition such as "Player has entered this area and Objective is complete".
That is extremely limiting. Further, you cannot create dynamic behaviour. Patrol points have no "appear when" or conditional function. With this feature alone we could have extremely efficient use of encounters that actually will do something different depending on the players actions.
Conditional events such as "If event is trigger, do this action" would be incredibly useful and are such a standard feature in any editor that not having them is pretty crippling.
I'll provide another example, in my mission Hunting with Vayne I have a ghost at the start that you can talk to and choose your difficulty. If you choose medium or hard additional encounters appear. That is great. What I cannot do is link those encounters to an objective or component. Once I link them to the dialog choice that's it, they either appear or don't appear. This means to get around this I need to duplicate an entire area just to make it look like you are in the same place but different events occur.
mrfalrinth is spot on and these features are needed.
I'm a professional systems developer, so I know perfectly well what a conditional is, and I'm telling you there are plenty in the game already. Things like "this enemy appears once the player has killed this other enemy, picked up this item and talked to this NPC" are absolutely possible in the Foundry today, though there are some nasty limitations (the two worst offenders being a lack of OR-logic and the inability to combine trigger types). The OP gave the impression that there is NO such functionality today, and that is just plain wrong. I wouldn't have been able to make the inn "puzzle" in A Hidden Blade if this functionality wasn't available to me. Having said that, better conditionals would have made that section better.
Comments
There is a desperate need for conditional functions. Maybe you do not understand what they are or you would not be saying we have "plenty".
At the moment we have a very limited "Appear when" and "Disappear when" for *some* components. For example, you can create an area trigger, or an objective complete trigger that allows an NPC or Encounter to appear. What you can not do is define a second condition such as "Player has entered this area and Objective is complete".
That is extremely limiting. Further, you cannot create dynamic behaviour. Patrol points have no "appear when" or conditional function. With this feature alone we could have extremely efficient use of encounters that actually will do something different depending on the players actions.
Conditional events such as "If event is trigger, do this action" would be incredibly useful and are such a standard feature in any editor that not having them is pretty crippling.
I'll provide another example, in my mission Hunting with Vayne I have a ghost at the start that you can talk to and choose your difficulty. If you choose medium or hard additional encounters appear. That is great. What I cannot do is link those encounters to an objective or component. Once I link them to the dialog choice that's it, they either appear or don't appear. This means to get around this I need to duplicate an entire area just to make it look like you are in the same place but different events occur.
mrfalrinth is spot on and these features are needed.