角色意識(shí):個(gè)性、意識(shí)形態(tài)、興趣、欲望和秘密
角色意識(shí):個(gè)性、意識(shí)形態(tài)、興趣、欲望和秘密
Character Consciousness: Personality, Ideology, Interests, Desires, And Secrets
NPC使用哪些數(shù)據(jù)進(jìn)行操作以及彼此之間是如何連接的
What data does do NPCs operate with and how is it all connected
AXIOMS
2022年4月7日
意識(shí)
Consciousness
源代碼中的Character類(lèi)有很多子類(lèi),但其中一個(gè)關(guān)鍵的子類(lèi)是Consciousness。這代表了有關(guān)角色的各種信息。尤其是他們的意識(shí)形態(tài)、個(gè)性、興趣和欲望。我可能會(huì)也可能不會(huì)將關(guān)系移至這個(gè)類(lèi)中。
The Character class in the source code has many sub classes but a key one is Consciousness. This represents a variety of information about the Character. Especially their Ideology, Personality, Interests, and Desires. I may or may not move Relationships here.
性格
Personality
因此,"性格 "有點(diǎn)像 "意識(shí)形態(tài)",只不過(guò)它涉及的是 "角色是誰(shuí)",而不是 "角色想成為誰(shuí)"。因此,就像 "意識(shí)形態(tài) "中的 "野心-安于現(xiàn)狀"、"沖動(dòng)-慎重"、"殘忍-善良 "之類(lèi)的東西一樣,存在各種不同的光譜?,F(xiàn)在,對(duì)于玩家角色來(lái)說(shuō),他們顯然會(huì)按照玩家的意愿行事,但正如我在最近的一篇文章中所討論的那樣,這可能會(huì)導(dǎo)致 "失調(diào)"(Dissonance)。
So Personality is sort of like Ideology except it deals with who the character *is* rather than who they *want to be*. So you have various spectra just like in Ideology for Ambitious-Content, Impulsive-Deliberate, Cruel-Kind, and all that stuff. Now obviously for the player character they will do what the player wants but as discussed in one of my other recent posts this can result in Dissonance.
人格光譜的簡(jiǎn)短,不完整列表:
A short non-exhaustive list of the personality spectra:
謹(jǐn)慎-沖動(dòng)Deliberate-Impulsive
仁慈-殘忍Kind-Cruel
耐心-易怒Patient-Fractious
勇敢-懦弱Brave-Cowardly
精明-愚蠢Shrewd-Foolish
勤奮-冷漠Diligent-Apathetic
慷慨-吝嗇Charitable-Miserly
快樂(lè)-憂(yōu)郁Joyful-Gloomy
和藹-冷漠Genial-Aloof
禮貌-粗魯Courteous-Churlish
一絲不茍-不修邊幅Fastiduious-Slovenly
直率-狡詐Forthright-Duplicitous
忠誠(chéng)-善變Loyal-Fickle
可靠-輕浮Dependable-Flighty
節(jié)儉-奢侈Frugal-Extravagant
天真-世故Naive-Wordly
興趣
Interests
興趣是指角色喜歡的事物。因此,角色可以對(duì)一般的畜牧感興趣,也可能對(duì)馬特別感興趣。也許他們喜歡武術(shù)格斗和/或劍術(shù)。他們還可能喜歡各種藝術(shù)和音樂(lè)學(xué)科、哲學(xué)或政治辯論、在客棧、酒館或妓院狂歡等等。也許他們喜歡歷史、語(yǔ)言、煉金術(shù)或魔法研究。
Interests are things that the character enjoys. So characters can have an Interest in Animal Husbandry in general and/or Horses specifically. Perhaps they enjoy Martial Combat in general and/or Swordsmanship specifically. They might also enjoy various Art and Musical disciplines, debating Philosophy or Politics, carousing in inns or taverns or brothels, and so forth. Perhaps they enjoy History, or Language, or Alchemy, or Magical Research.
共同興趣的不詳盡列表:
An inexhaustive list of General Interests:
畜牧業(yè)Husbandry
競(jìng)技Athletics
音樂(lè)Music
藝術(shù)Art
歷史History
魔法Magic
工藝Craft
科學(xué)Science
園藝Horticulture
建筑學(xué)Architecture
美食Cuisine
時(shí)尚Fashion
社交Socializing
軍備Armaments
自然Nature
語(yǔ)言Language
欲望
Desires
欲望類(lèi)似于《十字軍之王》系列中的 "野心",但更為廣泛和詳細(xì)。如果你在"好學(xué)"-"愚鈍"光譜的左邊,也許你想在煉金術(shù)、魔法或歷史等學(xué)術(shù)領(lǐng)域有所發(fā)現(xiàn)。基本上,"欲望 "會(huì)根據(jù)意識(shí)形態(tài)、性格和/或興趣等信息生成。角色還可以從 "關(guān)系 "中獲得 "興趣"。
Desires are similar “Ambitions” in the Crusader Kings series but much more expansive and detailed. If you are on the left of the Studious-Cretinous perhaps you want to make a discovery in a scholarly interest like Alchemy, Magic, or History. Basically Desires will have requirements such as an Ideology, Personality, and/or Interest and then characters will generate Desires based on this information. Characters can also gain Interests from Relationships.
一般愿望的一些示例列表:
A list of some examples of general Desires:
浪漫Romance
友誼Friendship
名氣Fame
榮耀Glory
財(cái)富Wealth
知識(shí)Knowledge
標(biāo)題Titles
旅行Travel
寵物Pets
孩子Children
穩(wěn)定Stability
天賦Talent
力量Power
賞識(shí)Recognition
接納Acceptance
技能
Skill
因此,技能可以來(lái)源于武術(shù),魔法或職業(yè)訓(xùn)練。賞識(shí)可以是同齡人的尊重/積極對(duì)待。接納可能與種族、文化或家庭有關(guān)。旅行通常是指角色想看看世界或拓展視野。這是奇幻小說(shuō)中年輕角色的常見(jiàn)動(dòng)機(jī),這種動(dòng)機(jī)可能來(lái)源于年少時(shí)的禁錮,或者看到了龍騎士守護(hù)外國(guó)使節(jié)之類(lèi)的壯觀景象。
So Skill could be anything from martial training to magical or occupation training. Recognition could be the respect/positive treatment of peers. Acceptance could be related to race or culture or from family. Travel is typically when a character wants to see the world or expand their horizons. This is a common motivation for young characters in fantasy and can be generated by confinement in youth or seeing something spectacular like dragon knights guarding a foreign envoy or w/e.
許多欲望都是從一系列符合條件的選項(xiàng)中隨機(jī)分配的。你的興趣、意識(shí)形態(tài)和個(gè)性結(jié)合在一起,就有機(jī)會(huì)獲得特定的愿望。值得注意的是,還有一些愿望會(huì)在角色的一生中產(chǎn)生,包括幾率較低的青春愿望(如果可以這樣稱(chēng)呼的話(huà)),以及與家庭或社會(huì)地位相關(guān)的新愿望。
Many Desires are assigned at random from a list of qualifying options. Your Interests, Ideology, and Personality combine to give you a chance of getting a particular Desire. It is important to note that there are also Desires that are rolled for as a Character lives their life both Youthful Desires, if we can call them that, at a lower chance, and new Desires related to Family or social position.
一個(gè)角色在出生時(shí)和成年后會(huì)有兩次機(jī)會(huì)隨機(jī)確定“關(guān)于后代”的欲望。因此,一個(gè)想為人父人母并擁有許多積極 "美德 "的角色可能會(huì)希望女兒擁有幸福的婚姻(我以前舉過(guò)這樣的例子),或者希望兒子能夠成功實(shí)現(xiàn)自己的目標(biāo)。所以,基本上是一個(gè)寵愛(ài)孩子的父母。
A character will roll twice, at birth and at majority, for Offspring Focused Desires. So a character who wanted to be a parent and who has many positive “virtues” might wish for a daughter to have a happy marriage, something I’ve given as an example before, or for a son to succeed at his goals. So a doting parent basically.
一個(gè)想要孩子但卻有著更自私/消極意識(shí)的角色可能會(huì)給孩子施加壓力,讓他們?yōu)榱俗约旱哪繕?biāo)而努力。我相信這樣的父母即使是在無(wú)聊的西方中產(chǎn)階級(jí)生活中也很常見(jiàn)。有時(shí),根據(jù)具體情況,你會(huì)得到一個(gè)總是追逐父母寵愛(ài)、努力滿(mǎn)足其期望的孩子;有時(shí),一個(gè)叛逆的孩子會(huì)反擊、試探界限,他們往往會(huì)得到一個(gè)與旅行或自由有關(guān)的愿望,或者想要得到不會(huì)利用自己的真正朋友或真正愛(ài)人的欲望。
A character who wanted kids but has a more selfish/negative Consciousness might pressure a child to succeed at their own goals. I’m sure everyone has seen parents like this even in boring middle class western life. Sometimes depending on circumstances you’ll get a child who always chases parental affection and tries to meet expectations and sometimes a rebellious child push back, testing boundaries, and who will often get a Travel or Freedom related desire or a desire for friends or a lover who will not see them as a tool.
秘密
Secrets
許多欲望都以秘密的形式發(fā)揮作用,盡管有些始終是公開(kāi)信息,有些可能以后會(huì)成為公開(kāi)信息,如陰謀/情報(bào)網(wǎng)絡(luò)帖子中所討論的那樣。興趣也可以是秘密的,尤其對(duì)于權(quán)威人物或社會(huì)不認(rèn)可的“隱藏利益”的而言。這對(duì)于次要角色來(lái)說(shuō)更為常見(jiàn),但成年角色可以將這些感受帶入以后的生活。這種事情在以人物為中心的奇幻故事中很常見(jiàn)。
Many desires function as Secrets although some are always public information and some may become public information later as discussed in the Intrigue/Intelligence Network post. Interests can also be Secret, especially in the case of “Hidden Interests” where an authority figure or society doesn’t approve. This is more common for minor characters but adult characters can take these feelings into later life. This kind of thing is quite common in character focused fantasy stories.
結(jié)論
Conclusion
我希望這些信息有助于潛在玩家了解Axioms的社交框架。顯然,角色是與人口相對(duì)而言的,因此游戲中的絕大多數(shù) "人 "并不具有這種代表性,但即使在總?cè)丝谳^少的較小世界中,角色的總數(shù)也至少是4位數(shù)。預(yù)期的世界大小應(yīng)支持較高的5位數(shù)。
I hope this information is helpful for potential players to understand the social framework of Axioms. Obviously Characters are contrasted with Populations and so the vast majority of “people” in the game don’t have this level of representation but even in smaller worlds with less total population characters number in the low 4 digit range. The intended world size should support high 5 digit numbers of characters.
今天晚些時(shí)候?qū)l(fā)布一篇單獨(dú)的文章,或者也許要等到明天,這樣我就不會(huì)讓人覺(jué)得收件箱被垃圾郵件淹沒(méi),那篇文章涉及這個(gè)詳細(xì)角色模型的實(shí)際影響。我將基本上描述一個(gè)經(jīng)歷一年游戲時(shí)間的一般角色,然后為特定類(lèi)型的角色添加一些補(bǔ)充。角色“類(lèi)型”沒(méi)有被真正的硬編碼分離,但可以將高級(jí)貴族與商人、雇傭法師或?qū)B氶g諜等區(qū)分開(kāi)來(lái)。
A separate post is coming up later today, or perhaps I’ll publish it tomorrow so I don’t make people feel like their inbox is getting spammed, that deals with the practical ramifications of this detailed character model. I’ll basically describe a general character going through a year of game time, and then add some additions for specific kinds of characters. There’s no real hardcoded separation in character “types” but it helps a bit to separate high noblity from merchants or mercenary mages or dedicated spies and so forth.