Game Development Reference
In-Depth Information
Each person will have a full set of randomly picked individual preferences, one
for every activity available. This differs from The Sims , which has a small
number of traits selected from a far larger list. The preferences are used along
with needs to judge how a person will react to a given activity. Preferences
range from 2to þ 2, another tunable design decision. Positive values denote
the person liking the activity. The net sum of all preferences is not constrained;
the simulation includes people with both positive and negative viewpoints on
life as a whole.
Everyone also tracks one-way relationship scores with all the people they have
interacted with. This score starts at 0 and has no limit. Relationships are not
required to be mutual. The scores are updated every time two people interact. A
positive score implies a positive relationship.
There are three terms that influence the relationship score with each shared
activity. The first term can be thought of as the ''we think alike'' term. If both
parties share a positive or negative preference for an activity that they do toge-
ther, it is a positive influence on the relationship. With this term, ''We both hated
it'' builds relationships just as well as ''We both loved it.'' This term is computed
by multiplying the two preference values together. For example if one person
dislikes ( 1) pub fare and his partner strongly dislikes ( 2) it, this term yields
þ 2 for their relationship every time they get to dislike it together.
In addition to mutual preferences, individual preferences also count, giving us a
second term to add into our relationship score. If either of the individuals likes
the activity, it adds to their relationship score; if they do not like the activity, it
subtracts. This ''I like it'' term allows our people to take their own opinions into
account. Note that this second term need not be the same for both people.
Whether the two people think alike or not, each individual still has independent
preferences and wants to be catered to.
The third term in the score is need based instead of preference based. As a bonus,
if the activity matches to an unmet need in both people, it adds to the rela-
tionship; regardless of the food, hungry people prefer to dine with other hungry
people. All together, positive relationships are built between people who have
shared preferences, do things they like to do, and meet shared needs. This bonus
''we needed that'' term picks up on any shared needs.
Unlike The Sims , our people do not get to pick what they do or who they do it
with. Each round, our cruise director puts everyone into a pool of candidates.
The director selects the person in the pool with the strongest need. The director
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