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194 votes
Accepted

How do I get players to say "no" when they are afraid of missing out on sidequests or XP?

That is a common concept in nearly all existing videogames: you either say yes to accept a new quest or no to not take it. Players get used to this pattern by encountering it over and over, and ...
altskop's user avatar
  • 2,043
130 votes

How do I get players to say "no" when they are afraid of missing out on sidequests or XP?

Change the options to Left-Right rather than Yes-No. A Yes-No choice is an option. Add this extra bit in or ignore it. A Left-Right choice is a choice. You can have this or that, but not both. So ...
Ewan's user avatar
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92 votes
Accepted

How do I discourage "loot from party members who are about to leave" behavior?

As Charanor and Philipp point out in other comments & answers, there is a school of thought in game design (called "Love the Player" in my studio) that says if the player wants to do something ...
DMGregory's user avatar
  • 134k
43 votes

How do I get players to say "no" when they are afraid of missing out on sidequests or XP?

A way to show which answer is the "right one" without taking away the choice, would be to weight the options through meta-information. Instead of just showing one "yes" option and one "no" option you ...
TheSexyMenhir's user avatar
29 votes

How do I discourage "loot from party members who are about to leave" behavior?

There are multiple design constraints, each of which can be solved independently. It's up to you to decide how to solve each one, in a way that makes sense for your game. [I want to discourage] ...
congusbongus's user avatar
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22 votes

How do I get players to say "no" when they are afraid of missing out on sidequests or XP?

I love these because there's always a multitude of ways to do this. The first thing that comes to mind is to not make it such a blind choice. If it is a decision that has the potential to ruin a ...
Der Kommissar's user avatar
19 votes

How do I discourage "loot from party members who are about to leave" behavior?

This behavior is completely understandable. After all, nobody wants to lose an irreplaceable item forever because they made the mistake of having it on the wrong character at the wrong time. There ...
Philipp's user avatar
  • 119k
14 votes

What is the canonical name of the interaction symbol over NPCs heads?

Disclaimer There is no canonical name as far as I'm aware. So, instead I will provide terms that I hope will be useful for you. And while I cannot provide a definitive source these terms, I do not ...
Theraot's user avatar
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11 votes

How do I get players to say "no" when they are afraid of missing out on sidequests or XP?

Answered per @trlkly's comment suggestion: You are presenting a "yes vs no" dichotomy to your players. A lot of the time, this is fine; players regularly run into scenarios where they have to make a ...
TylerH's user avatar
  • 216
11 votes

How do I get players to say "no" when they are afraid of missing out on sidequests or XP?

I find your argument for the Option-less version very compelling, but lacks the insight, why a player would choose the easier option. As your play tester stated, they feared they might miss on ...
PSquall's user avatar
  • 1,332
10 votes

How do I discourage "loot from party members who are about to leave" behavior?

Fire Emblem: Genealogy of the Holy War (never released outside of Japan) has a couple of mechanics to stop people from looting their party members. Restrict trading. Party members can only trade ...
Nolonar's user avatar
  • 947
9 votes

How do I discourage "loot from party members who are about to leave" behavior?

As as spin on @Chris's comment to @congusbongus's answer: Model your answer on real life Military or other similar organizations. Military, Police Units, Mercenary outfits As a military person ...
WernerCD's user avatar
  • 360
9 votes

What is the canonical name of the interaction symbol over NPCs heads?

The general category is context-sensitive user interface. In Scott Roger's book "Level Up" he calls them context-sensitive prompts: an icon or symbol that appears when the player is next to ...
Pikalek's user avatar
  • 12.4k
8 votes

How do I discourage "loot from party members who are about to leave" behavior?

Rather then giving the player full inventory management over the companion, make gear sharing into a goodwill based trading system. You give items to the companion, which increases your goodwill with ...
Erik's user avatar
  • 1,556
7 votes
Accepted

Making dialogue different with each playthrough

There's a great GDC Talk by Elan Ruskin of Valve on what they call "AI-Driven Dialogue through Fuzzy Pattern Matching" or "Rule Databases for Contextual Dialogue and Game Logic" - it's the system that ...
DMGregory's user avatar
  • 134k
7 votes

How do I discourage "loot from party members who are about to leave" behavior?

If it's a situation where the character would realistically have time to change clothes before leaving, automatically give back the gear! The characters can just as easily demand the return of their ...
Brilliand's user avatar
  • 171
5 votes
Accepted

Simple wandering chicken AI in Unity

It seems like the reason the chicken never starts moving again is because you never reset your elapsed time, so you instantly go back into your else that stops the movement again. I believe the ...
Taitu's user avatar
  • 158
5 votes

How do I get players to say "no" when they are afraid of missing out on sidequests or XP?

The key is to help players see trade-offs, specifically content-access trade-offs. Players, especially on a first run, usually care a lot more about experiencing everything than getting high scores. ...
tyjkenn's user avatar
  • 2,586
4 votes

How do I get players to say "no" when they are afraid of missing out on sidequests or XP?

I think the first thing you have to realize is that whichever reason you write software for you users, you have to learn from them and adapt in a strict feedback/development circle, instead of ...
Claudio Floreani's user avatar
4 votes

How do I get players to say "no" when they are afraid of missing out on sidequests or XP?

A lot of answers give good ways to indicate to the player the consequences of the action, and guide them in making the choice knowing those consequences. Even doing this, you'll still have players ...
mao47's user avatar
  • 141
4 votes

How do I discourage "loot from party members who are about to leave" behavior?

You could have NPCs value their own items, have limits on what they're willing to give up (and the state you're leaving them in - did you take what they need to get by without you?), and/or keep track ...
Dronz's user avatar
  • 725
3 votes

How do I get players to say "no" when they are afraid of missing out on sidequests or XP?

Do you have a second NPC with them? I suggest that the first such decision you offer should be of little consequence. If the player chooses the 'bad' option, and after the harm is done, have the ...
josinalvo's user avatar
  • 131
3 votes

How do I get players to say "no" when they are afraid of missing out on sidequests or XP?

My first thought is to not present the situation in a yes / no fashion. For instance if the player is already on a quest & needs to arrive on time to complete it, you might present the choices as: ...
Pikalek's user avatar
  • 12.4k
3 votes

How do I get players to say "no" when they are afraid of missing out on sidequests or XP?

Train them how cause and effect of choices works in your game. In training, tutorial, instructions, and/or at various points players will encounter when starting to play and learn the game, give them ...
Dronz's user avatar
  • 725
3 votes

MMO - Some NPCs controlled clientside?

In an MMO, every byte you send over the network literally costs you money. You can (and should) in fact calculate the impact each byte/player-second has on your monthly operating cost by looking up ...
Philipp's user avatar
  • 119k
3 votes
Accepted

How could a NPC find items that appear randomly?

On spawn of the object, relevant "listeners" (your NPCs) should be pinged. Once pinged, the listener can now use the distance from the object, line of sight of the object, the value of the object, ...
ActionEconomy's user avatar
3 votes

How do I get an NPC to follow the player(and stop when it gets within range)

This code says: "As long as I'm still in trigger contact with something... ...if that thing is tagged 'Player', set move speed to zero ...otherwise (ie. if that thing is tagged anything else), ...
DMGregory's user avatar
  • 134k
2 votes

Is there a term for lore about a game world's population (cultures, economic state, etc.)?

"Lore" is a very broad phase. For example, let's take the Elder Scrolls games. They have a lore which describes almost everything. The gods, the history, the people and races, the population and the ...
Bálint's user avatar
  • 14.9k
2 votes
Accepted

How to securely store xml/json information about actors in a game?

You could use JSON and zip it with a password (encrypt), then use a runtime zip library like DotNetZip to extract it for inspection by the game only, no-one else. Or you could access it on a secured ...
Engineer's user avatar
  • 29.5k
2 votes

Making dialogue different with each playthrough

If you want some procedurally generated dialog which should 1. vary and 2. keep the context in mind, you could write your dialog lines with placeholder tokens which are inserted at runtime: {{...
Philipp's user avatar
  • 119k

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