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  1.  
    I’ve had this idea percolating in my head for a few years, this is my first try at writing it out. I hope it makes some sense.

    I break feuds down to four basic elements or events:
    Starter (how the feud starts)
    Escalator- pre match and post match (the things that keep feuds going)
    Finisher (the big match that ends the feud)
    Super Escalator (a big match that doesn’t finish the feud)

    Then there are the different feud types:

    One vs. one; two; tag; faction
    Two vs. two; tag; faction
    Tag vs. tag; faction
    Faction vs. faction
    Triple threat single or tag
    Four way single or tag
    Others I didn’t think of

    Any of these could be title or non-title.

    My idea is to have several different short text pieces for each of these elements and types that can be randomized. There should also be a simple way for players to add new ones. This would make it possible to have a near infinite number of storylines.

    Here is how I see it working:

    The season is divided into weeks. Each week starts backstage (a 3D backstage like old Smackdown games would be nice, but text based would be simpler.) The screen tells you where you are and a list of the names of what other characters are around. You click on a name or choose to go to a different backstage area.

    Clicking on a name brings up info about this character (stats, are they a title holder, are they your friend or enemy, etc.) and a list of choices (start feud, form tag team, form faction, cancel,etc.) (For further randomization I would also have character affinity; a -10 to 10 scale where 10 would mean best friend, -10 would be hated enemy. This means if you choose form tag team and the character has a negative affinity to your character there is a good chance he’ll say no and start a feud with you instead.)

    You pick “start feud.” If the character holds a title you can choose to make it a title feud. If not, the computer will randomly pick what type a feud it is. Affinity could play a part here; if the character has many close friends there is a better chance of a faction feud, if he has no friends it will be a one vs. one feud. Once the type is determined, a random “feud starter” text piece is displayed along with several "pre match" choices, which would be different for different types of feuds. Possible choices for a one vs. one feud could be: Match tonight; Attack immediately; Attack later; Interfere in Match. It should also be possible for the computer to trump your choice; you pick “Attack later”, the computer character picks “Attack immediately,” the match starts now.

    After the match you get a choice screen and pick either “End week” or “Escalator”. Picking “Escalator” would get a random list of “post-match” escalator text pieces to pick from. If you pick “End week”, the computer could choose to do a “post-match” escalator to you.

    The next week you get a list of “pre match” escalators to choose from. You could also choose “none” if you don’t want to do one, or “quit feud” if you decide you’d rather feud with someone else. (If you quit the feud, the computer character will still be mad at you and may interfere in your matches from time to time.) Then back to the "pre match" choices detailed in the last paragraph.

    The feud continues for several weeks until the Big Match at a pay-per view or whatever. At the end of the match (win or lose) you can choose “Super Escalator” to keep the feud going, or end the feud. If you choose “end”, there would be a chance the computer could do a Super Escalator, but you could still quit the feud if you want to.

    Some choices could be limited depending on if a character is face or heel, or even only available with a specific character.

    I could go into my detail, but I think it is long enough.
    •  
      CommentAuthorTonzophunn
    • CommentTimeSep 1st 2007
     
    I like it. Excessively complicated, but I like it.
    • CommentAuthorDDemonX
    • CommentTimeSep 1st 2007
     
    I kinda like this idea but it must give the player more options and possibilities than those so i guess it's a matter of imagination.
    •  
      CommentAuthorfullMETAL
    • CommentTimeSep 1st 2007
     
    Adam Ryland's "Extreme Warfare" series executed the whole feud thing pretty well (though I only use EWR 4.2 in this reference, I'm sure he improved it in his later games), though there are only 1-on-1 and 2-on-2 feuds.
    • CommentAuthorsirdingus
    • CommentTimeSep 1st 2007
     
    I reviwed the latest TEW on PWinsider. The games storyline system is great though it could use more variety.
    •  
      CommentAuthorvaldik
    • CommentTimeSep 1st 2007
     
    I like that idea if it could be done in PWX it would be great although I have to ask samcclung65 in your idea i din't get if there is any conversation between the two wrestlers in the backroom are
  2.  
    I really like the idea of a character affinity/relationship stat that stays updated throughout the game and affects interferences/saves, teamwork in tag matches, who they target in battle royals, etc. Maybe it could also play a part in the match AI, i.e. hated rivals would try to injure each other even at the expense of getting DQed.
    •  
      CommentAuthorvaldik
    • CommentTimeSep 2nd 2007
     
    Yeah the character affinity is a great idea I think it's been used already too.I think in the game total extreme wrestling and other wrestling sims
  3.  
    [quote][cite] Tonzophunn:[/cite]I like it. Excessively complicated, but I like it.[/quote]

    It is overly complex, but that's why we have computers. Anyway, I put together a mock-up of a "story editor" screen in Photoshop last night. I might have forgot some things, but it might give you a better idea of how I see things working. You can see it here:

    http://www.members.cox.net/sam3dart/SeasonEditor.jpg
  4.  
    [quote][cite] valdik:[/cite]I like that idea if it could be done in PWX it would be great although I have to ask samcclung65 in your idea i din't get if there is any conversation between the two wrestlers in the backroom are[/quote]

    If it worked the way I see it working in my head, then yes. I see branching dialog like in one of those old text-based adventure games.
    •  
      CommentAuthorTonzophunn
    • CommentTimeSep 5th 2007
     
    [quote][cite] samcclung65:[/cite][quote][cite] Tonzophunn:[/cite]I like it. Excessively complicated, but I like it.[/quote]

    It is overly complex, but that's why we have computers. Anyway, I put together a mock-up of a "story editor" screen in Photoshop last night. I might have forgot some things, but it might give you a better idea of how I see things working. You can see it here:

    http://www.members.cox.net/sam3dart/SeasonEditor.jpg[/quote]

    I too see the story editor involving misspellings of the word feud.
    • CommentAuthorspudz
    • CommentTimeSep 5th 2007
     
    Great Idea man :)
    • CommentAuthorColly
    • CommentTimeSep 5th 2007
     
    and the word 'available'.
    • CommentAuthorJetlag
    • CommentTimeSep 6th 2007
     
    Woah. Somebody got extremely bored, but that's perhaps the greatest idea for a simple but effective Story Mode.
  5.  
    [quote]I too see the story editor involving misspellings of the word feud.[/quote]

    When it comes to misspelling words, I'm one of the best. :-)

    It's just a mock-up I threw together in a couple of hours, not an attempt at a finished project. Do newer versions of Photoshop have spell check? I'm still using 5.5.
    • CommentAuthorspudz
    • CommentTimeSep 7th 2007
     
    No,I'm tha beast at missspellls,herea me?