How do you make up a puzzle in a standard RPG? Since there's so little interaction (only a single button and choice between 3 options, 4 at best), it usually goes this way:
- get stucked and be given an obvious hint that you must find a way through
- find a random NPC who gives you an obvious clue you've never asked for
- go back to the place you were stucked at and get an obvious choice between use the obvious clue or do nothing
- flatter your own intelligence, while you've actually done nothing but run around randomly
What's wrong in there? It's that you get things incidentally; without actually being required to investigate, that's what I call a "self-unfolding game" - it's just a matter of clicking around until it works, even a dumb computer could do it.
Now what if you could give virtually any answer to a given riddle, rather than choose between X options you had not even imagined yourself? What if NPCs would wait for you to prompt them with a topic, and give you clues only in response to the appropriate one? Well, my Keywords System does exactly that.
- Programming responses to keywords with the eventing system is as easy as: if selected keyword is LIBRARY, then say "This is where I work"
- Define your own keywords list, as well as those which appear by default - all the others require the player to input them manually at least once
- Players are automatically prompted with a list of most recent keywords to re-access them easily
- Keywords lookup may be restricted using tags so that players are only prompted with relevant entries
Download Keyword System v1.00 (222 KB)
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