Game Development Reference
In-Depth Information
We started by combining the respective number of allies and enemies that were
present, our proximity to our leader, and the proximity to a point of interest into a
concept of “Situational Morale.� While the actual count of allies and enemies
nearby is concrete, how those results factor into morale is not. How many allies is
enough? Is the morale we gain from allies a linear function? Are we twice as secure
if there are four allies as we were when there are only two? Is there decreasing mar-
ginal utility? What is the threshold?
Additionally, the conversion of the proximity distances into utility functions is
not something that immediately leaps into the realm of the obvious. What does
proximity mean? Within sight? Unobstructed sight? Within a certain radius? Is it a
linear function of distance, or does it exhibit marginal utility as well? Which direc-
tion? Does the utility start flat but then drop off when we get to a certain distance?
Does the utility drop off quickly as soon as we move away a little and then slowly
trickle off from there?
There is another consideration in the complexity of interaction. What if the
state of one utility affected another? For example, let's say the distance from our
leader inside which we can still feel comfortable is dependant on how many ene-
mies there are. The more enemies, the closer we need to be to our leader to feel em-
boldened. The examples of how these factors can be combined together are infinite.
Certainly, many of those infinite answers would not make much sense—but that
doesn't make our problem much easier to address.
Regardless, at some point, we could craft a method for combining those four
factors into a notion of Situational Morale. As we noted on our diagram and in the
descriptions, this morale as a whole could be colored somewhat by our anger state.
If we are angry, the morale that is implied by the four factors could be thrown out
the window—at least for the duration of our anger. (Snapping back to reality after
acting angry can provide for tragic—or humorous—situations… “Oh heck… now
what have I got myself into?�) By factoring in our anger level, we are potentially
skewing our model of Situational Morale into one of “Perceived Morale.�
The Final Connection
We have rolled up our original nine utility factors into two factors: Total Threat
and Perceived Morale. These two variables need to be glued together in the same
manner that we have done others up to this point. What is the relationship between
them? Anecdotally, we could say that if our morale is higher, we are more willing to
stick around despite a less than preferable threat level. In fact, we could say that
there is a direct relationship between the two. The higher our morale is, the better
our tolerance for threat; the lower our moral is, the lower our tolerance.
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