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[FullName] tag for dialogue

Seeing as there is already a [ShipFullName] tag for starships, why isn't there one for ground characters? Currently, if a Foundry author wants to set up any dialogue where the player's character is referred to by their full name, they have to use [FirstName] + [LastName].

This can cause errors and loss of immersion if the player's character only has one name. This is because the tags will BOTH use the same name for a single-named character, leading to the character's name being used twice when the dialogue plays.

Giving a [FullName] tag for ground characters will correct this issue, as it would display the full name of the character without duplicating their name if they only have one.
Post edited by novapolaris#2925 on

Comments

  • psycoticvulcanpsycoticvulcan Member Posts: 4,160 Arc User
    edited November 2012
    I think it's a great idea...they could even use that in some of the Cryptic missions like "Coliseum".
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  • nyniknynik Member Posts: 1,628 Arc User
    edited November 2012
    Yes a LOT of problems could be solved with a wider selection of tags.
  • novapolaris#2925 novapolaris Member Posts: 809 Arc User
    edited November 2012
    nynik wrote: »
    Yes a LOT of problems could be solved with a wider selection of tags.

    I would appreciate any feedback that could be provided on further tags that could be added to the Foundry.
  • drogyn1701drogyn1701 Member Posts: 3,606 Media Corps
    edited November 2012
    There could be ones for BOFF names, ones for player species, player ship class, player homeworld (dependent on species).
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  • nagoraknagorak Member Posts: 882 Arc User
    edited November 2012
    What we really need are some tags related to gender. [He/She], [he/she], [His/Her], [his/her], [Him/Her], [him/her], [Man/Woman], [man/woman], [Male/Female], [male/female].

    I'm not the only person that's struggled with having to write everything in a gender neutral way, am I? It's irritating having to always refer to the player by name, or use the second person. It's so clunky.
  • aavariusaavarius Member Posts: 0 Arc User
    edited November 2012
    While we're at it, how about [species], [career], [lad/lass], and [bridgeofficername]?
    EDIT: I need to read better. Drogyn said all these already!
  • nyniknynik Member Posts: 1,628 Arc User
    edited November 2012
    In addition to the above I was also thinking of personality tags that would add greater depth and flexibility.

    Imagine an author could write a dialogue entry for each tag; [Angry] [Happy] [Fearful] [Obtuse] [Jovial], and depending on what the player had predefined as his BO's -main- personality attribute, the foundry could automatically display the associated dialogue entry. This could allow for missions to better tailor to the reactions of different species and cultures as well as cater to players who wish to develop the personalities of their crew and see the effects of that development in the game (and not just in their mind).

    People who don't want to take 5 mins to set tags on their BOs get a random reply (if the author decided to create tag-defined dialogues), which is essentially what it feels like when anyone goes to play a foundry mission, i.e. you don't know what the author may have written.
  • ajstonerajstoner Member Posts: 0 Arc User
    edited November 2012
    This kind of flexibility is what the Foundry sorely needs and would be very simple to implement. In addition, a "Current Player" character costume would be as simple as can be to ad and would open a huge amount of possibilities.

    Proper Captain dialogues would be possible; plus the prevalence of Mirror Universe and Time Travel stories in ST (even in the Foundry without the needed resources to do it correctly) should make this a no-brainer.

    nynik wrote: »
    Imagine an author could write a dialogue entry for each tag; [Angry] [Happy] [Fearful] [Obtuse] [Jovial], and depending on what the player had predefined as his BO's -main- personality attribute, the foundry could automatically display the associated dialogue entry. This could allow for missions to better tailor to the reactions of different species and cultures as well as cater to players who wish to develop the personalities of their crew and see the effects of that development in the game (and not just in their mind).

    People who don't want to take 5 mins to set tags on their BOs get a random reply (if the author decided to create tag-defined dialogues), which is essentially what it feels like when anyone goes to play a foundry mission, i.e. you don't know what the author may have written.

    To a great extent this is possible already. You can write a short sentence that sets a clear tone and direct the conversation that way. I often include a "Passive" (by the book and Vulcan-like) response, an "Aggressive" one and a "Sarcastic" comment at key places in dialogue trees.

    Now, if you had a player costume you could use that in the dialogues for long player dialogue entries, perhaps labeled the way you suggest on the previous set of response bars.
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