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PR: Medieval II: Total War Developer Diary – DiplomacyArmchair General July 21, 2006 | 0 comments | Print | E-mail Medieval II: Total War Hey, my name’s Dan Toose, one of the designers focused on the campaign aspect of Medieval II: Total War, including among many things, overseeing our redesign of the diplomacy system. Thanks to the tireless efforts of programmer Scott Lowther to help make the designs a reality, we’re able to share a bit about the thinking behind how we’ve revamped the Total War way of dealing with the other powers in the world. In Rome: Total War the diplomacy system handled each diplomatic proposal in such a way as to ‘wrap up’ a collection of offers and/or demands as a whole proposal. When the player sent the AI a proposal, they would get a response which would ideally give them an indication as to what happened and why. Despite the admirable work done to create the ‘packaged proposal’ system, we had come to the conclusion that there was still too much mystery in Total War diplomacy. Upon revising the system for Medieval II, we felt that the key means to improve diplomacy was to do away that ‘mystery’ factor, or at least make things less mysterious than they were – after all, unless you can read minds, there’s always a little mystery in negotiation. It prompted the question, “What is diplomacy?” – Our answer was that the negotiation aspect of diplomacy is all about two things: Reading the other party – Their Situation After all, there is no point in asking a very poor faction for a lot of money, as it’s something that they may not be able to comply with. If that same faction however had lots of military forces, perhaps it could be asked for assistance in a war. Reading the other party – Their Reaction Our solution to this dilemma was to show the AI’s ‘Demeanour’ after every proposal the player makes. It doesn’t stop the player from insulting the AI, or giving way too generous an offer, but it does let them know when that’s happened, allowing them to make a better proposal next time around. We always wanted the first proposal to require some smarts, then ‘feel’ out the bumps in the counters. Understanding your own proposal To take out some of the mystery, we devised a system that informs the player if their proposal is generous, demanding or balanced BEFORE they present it to the AI. This means that the player will be aware if the offer they are making is extortionate or generous in the Medieval II world. This will prove extremely useful for a player who desperately wants to strengthen or worsen their relationship with another faction. Learning how to push your luck For example, let’s say you’re dealing with a faction that has lots of money, and desperately needs military aid. You could create a proposal that offers military aid against their enemy, in exchange for a huge sum of money. The proposal itself may be rather demanding, but for the AI faction that needs military aid more than money, it may be an offer they can’t refuse. So long as the player takes note of the proposal balance, the AI’s situation, and their reaction via the demeanour display, they have everything they need to know to make an intelligent proposal, and also how to intelligently make a better offer based on how the AI reacts. One final aspect of ‘pushing your luck’ can be felt when you make several proposals in one sitting. The people you deal with can alter their take on you depending on the nature of your proposals. If you keep making outrageous demands, you WILL annoy someone. What else matters? Aside from its use to the player, we really wanted this to be an area of the game where you can get a feel for the people you’re dealing with. A large amount of dialogue was recorded and we’ve significant upped the number of accents included in the game compared to previous Total War titles, so when you deal with the French in diplomacy, you hear a Frenchman delivering the dialogue. What else does diplomacy touch? We then applied the same philosophy of exposing a shift in stance from the actual act of diplomacy, out into the whole faction relations system that tracks what every faction thinks of every other faction. When things either break down between two factions, or relations improve – the player is notified. What’s next here?
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