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.
"Critics who say that the optimistic utopia Star Trek depicted is now outmoded forget the cultural context that gave birth to it: Star Trek was not a manifestation of optimism when optimism was easy. Star Trek declared a hope for a future that nobody stuck in the present could believe in. For all our struggles today, we haven’t outgrown the need for stories like Star Trek. We need tales of optimism, of heroes, of courage and goodness now as much as we’ve ever needed them." -Thomas Marrone
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.
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.
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.
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.
Comments
"Critics who say that the optimistic utopia Star Trek depicted is now outmoded forget the cultural context that gave birth to it: Star Trek was not a manifestation of optimism when optimism was easy. Star Trek declared a hope for a future that nobody stuck in the present could believe in. For all our struggles today, we haven’t outgrown the need for stories like Star Trek. We need tales of optimism, of heroes, of courage and goodness now as much as we’ve ever needed them."
-Thomas Marrone
I would appreciate any feedback that could be provided on further tags that could be added to the Foundry.
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.
Click here for my Foundry tutorial on Creating A Custom Interior Map.
EDIT: I need to read better. Drogyn said all these already!
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.
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.
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.