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- Apr 4, 2011
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Multiple Outcomes
Tutorial by JazztasticWhat are Multiple Outcomes, and why would I want to use them?
Simply put, multiple outcomes are when a game has a few different outcomes for a situation, one of which will be chosen based upon the choices the user makes. We use multiple endings to make the user feel like their actions had some effect on the story, or their inactions had some consequence.
Two different types of Outcomes
Imagine a long tunnel. There are three exits which you can go through. Depending on which exit the player walks through, he will either be killed, given a fortune, or be forced to fight a tiger. There is no reasoning to which path the player will choose. The player will have a 1/3 chance of of each option.
This type of outcome can be useful in a dungeon situation, in which you give the player a path to choose. By going along path A they fight path A monsters, by going along path B they fight path B monsters. These random outcomes are the easiest to make, it can be as simple as path in a dungeon.
Imagine you are the king of a thriving city. A boy is brought before you, accused of stealing. The boy promises to never steal again, and begs not to lose his hand. As the king, you must decide whether to punish the boy by cutting off his hand, or let him go with a scolding.
If the player lets the boy go, he becomes a straight arrow and later in life becomes the kings trusted military tactician. If the player cuts off the boys hand, he harbors deep anger for the city his entire life, and later raises an army to attack it.
Which would in turn lead to another situation. Is the king overthrown? The player would have to escape his city and try to reclaim it later. Is the villian stopped? It would boost morale and more young men would enlist in the kings army.
This type of outcome is determined by the players actions, instead of random chance. It is incredibly useful in any game with a storyline, as it increases replayability and adds depth to the story. Taking the time to make multiple outcomes creates new playable situations and might add a whole new dimension to a game.
This type of outcome can be useful in a dungeon situation, in which you give the player a path to choose. By going along path A they fight path A monsters, by going along path B they fight path B monsters. These random outcomes are the easiest to make, it can be as simple as path in a dungeon.
Imagine you are the king of a thriving city. A boy is brought before you, accused of stealing. The boy promises to never steal again, and begs not to lose his hand. As the king, you must decide whether to punish the boy by cutting off his hand, or let him go with a scolding.
If the player lets the boy go, he becomes a straight arrow and later in life becomes the kings trusted military tactician. If the player cuts off the boys hand, he harbors deep anger for the city his entire life, and later raises an army to attack it.
Which would in turn lead to another situation. Is the king overthrown? The player would have to escape his city and try to reclaim it later. Is the villian stopped? It would boost morale and more young men would enlist in the kings army.
This type of outcome is determined by the players actions, instead of random chance. It is incredibly useful in any game with a storyline, as it increases replayability and adds depth to the story. Taking the time to make multiple outcomes creates new playable situations and might add a whole new dimension to a game.
How do I use Multiple Outcomes?
You might be thinking "Great, but that can't be used in warcraft at all." Multiple outcomes can be used in warcraft with great ease. It is just a simple check of conditions, and whatever you want the outcome to be.
Using the example from above with the city, let's look part of a trigger.
To actually use these three booleans, you would have to put each of them under a corresponding event.
Using the example from above with the city, let's look part of a trigger.
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Actions
- Set active = True
- Set enemy = False
- Set betrayed = False
To actually use these three booleans, you would have to put each of them under a corresponding event.
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Enemy of the Kingdom
-
Events
- Unit - boy <gen> Dies
- Conditions
-
Actions
- Set active = True
-
Events
How can we Determine an Outcome?
You must use an if/then/else check to determine the outcome of the situation.
-
Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Enemy Equal to True
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- active Equal to True
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Betrayed Equal to True
-
Then - Actions
- -------- Enemy = true --------
- -------- active = true --------
- -------- betrayed = true --------
-
Else - Actions
- -------- Enemy = true --------
- -------- active = true --------
- -------- betrayed = false --------
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Betrayed Equal to True
-
Then - Actions
- -------- Enemy = true --------
- -------- active = false --------
- -------- betrayed = true --------
-
Else - Actions
- -------- Enemy = true --------
- -------- active = false --------
- -------- betrayed = false --------
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- active Equal to True
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Betrayed Equal to True
-
Then - Actions
- -------- Enemy = false --------
- -------- active = true --------
- -------- betrayed = true --------
-
Else - Actions
- -------- Enemy = false --------
- -------- active = true --------
- -------- betrayed = false --------
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Betrayed Equal to True
-
Then - Actions
- -------- Enemy = false --------
- -------- active = false --------
- -------- betrayed = true --------
-
Else - Actions
- -------- Enemy = false --------
- -------- active = false --------
- -------- betrayed = false --------
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
What is a Solid Example of this Technique?
The Playstation 3 game "Heavy Rain" is a perfect example of this technique. The actions of players are remember and there are 16 unique endings based upon player choices. Different characters can live or die depending on how well you play, and what you choose to do. It is a very good game and I recommend everyone to play it to get a good idea of what multiple outcomes are.