Traditional Approaches to Reputation
Traditionally, reputation, karmic systems, and consequence frameworks follow the same model in game design. Most games use a numbered or tiered system that abstracts a player’s actions and plots them on a curve.
Mass Effect, Fallout, Infamous, and Red Dead Redemption all use the same system:
Number goes up.
It’s time for a better approach.
How Reputation Works in LitA
Your reputation is an abstract narrative device that can influence everything from dialogue checks to encounters to how certain NPCs and Adversaries behave around you.
Reputation is a blending of traditional, karma-based systems with event flags and quest outcomes.
All sorts of events can influence your reputation in substantial ways, such as:
Impressing, killing, and imprisoning faction leaders
Proving yourself on the battlefield against a powerful faction
Helping the downtrodden
Growing your faction
Betraying your allies
Mistreating your new recruits
Your reputation can alter quests, change your game’s difficulty curve, and affect geopolitics. As you made your name known across the wasteland, your faction will come to be seen differently by the denizens of the world.
Earn monikers like “Siegebreaker“; “Queenslayer“; “Backwater Samurai“; and the “Dragon of the Dustwaestes“
Watch in glee as your enemies flee before your might
See your diplomatic ability increase
Receive tribute and gifts of gratitude…
Feel the affects of the choices you make.