角色意识:个性、意识形态、兴趣、欲望和秘密
角色意识:个性、意识形态、兴趣、欲望和秘密
Character Consciousness: Personality, Ideology, Interests, Desires, And Secrets
NPC使用哪些数据进行操作以及彼此之间是如何连接的
What data does do NPCs operate with and how is it all connected
AXIOMS
2022年4月7日
意识
Consciousness
源代码中的Character类有很多子类,但其中一个关键的子类是Consciousness。这代表了有关角色的各种信息。尤其是他们的意识形态、个性、兴趣和欲望。我可能会也可能不会将关系移至这个类中。
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 "有点像 "意识形态",只不过它涉及的是 "角色是谁",而不是 "角色想成为谁"。因此,就像 "意识形态 "中的 "野心-安于现状"、"冲动-慎重"、"残忍-善良 "之类的东西一样,存在各种不同的光谱。现在,对于玩家角色来说,他们显然会按照玩家的意愿行事,但正如我在最近的一篇文章中所讨论的那样,这可能会导致 "失调"(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.
人格光谱的简短,不完整列表:
A short non-exhaustive list of the personality spectra:
谨慎-冲动Deliberate-Impulsive
仁慈-残忍Kind-Cruel
耐心-易怒Patient-Fractious
勇敢-懦弱Brave-Cowardly
精明-愚蠢Shrewd-Foolish
勤奋-冷漠Diligent-Apathetic
慷慨-吝啬Charitable-Miserly
快乐-忧郁Joyful-Gloomy
和蔼-冷漠Genial-Aloof
礼貌-粗鲁Courteous-Churlish
一丝不苟-不修边幅Fastiduious-Slovenly
直率-狡诈Forthright-Duplicitous
忠诚-善变Loyal-Fickle
可靠-轻浮Dependable-Flighty
节俭-奢侈Frugal-Extravagant
天真-世故Naive-Wordly
兴趣
Interests
兴趣是指角色喜欢的事物。因此,角色可以对一般的畜牧感兴趣,也可能对马特别感兴趣。也许他们喜欢武术格斗和/或剑术。他们还可能喜欢各种艺术和音乐学科、哲学或政治辩论、在客栈、酒馆或妓院狂欢等等。也许他们喜欢历史、语言、炼金术或魔法研究。
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.
共同兴趣的不详尽列表:
An inexhaustive list of General Interests:
畜牧业Husbandry
竞技Athletics
音乐Music
艺术Art
历史History
魔法Magic
工艺Craft
科学Science
园艺Horticulture
建筑学Architecture
美食Cuisine
时尚Fashion
社交Socializing
军备Armaments
自然Nature
语言Language
欲望
Desires
欲望类似于《十字军之王》系列中的 "野心",但更为广泛和详细。如果你在"好学"-"愚钝"光谱的左边,也许你想在炼金术、魔法或历史等学术领域有所发现。基本上,"欲望 "会根据意识形态、性格和/或兴趣等信息生成。角色还可以从 "关系 "中获得 "兴趣"。
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
友谊Friendship
名气Fame
荣耀Glory
财富Wealth
知识Knowledge
标题Titles
旅行Travel
宠物Pets
孩子Children
稳定Stability
天赋Talent
力量Power
赏识Recognition
接纳Acceptance
技能
Skill
因此,技能可以来源于武术,魔法或职业训练。赏识可以是同龄人的尊重/积极对待。接纳可能与种族、文化或家庭有关。旅行通常是指角色想看看世界或拓展视野。这是奇幻小说中年轻角色的常见动机,这种动机可能来源于年少时的禁锢,或者看到了龙骑士守护外国使节之类的壮观景象。
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.
许多欲望都是从一系列符合条件的选项中随机分配的。你的兴趣、意识形态和个性结合在一起,就有机会获得特定的愿望。值得注意的是,还有一些愿望会在角色的一生中产生,包括几率较低的青春愿望(如果可以这样称呼的话),以及与家庭或社会地位相关的新愿望。
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.
一个角色在出生时和成年后会有两次机会随机确定“关于后代”的欲望。因此,一个想为人父人母并拥有许多积极 "美德 "的角色可能会希望女儿拥有幸福的婚姻(我以前举过这样的例子),或者希望儿子能够成功实现自己的目标。所以,基本上是一个宠爱孩子的父母。
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.
一个想要孩子但却有着更自私/消极意识的角色可能会给孩子施加压力,让他们为了自己的目标而努力。我相信这样的父母即使是在无聊的西方中产阶级生活中也很常见。有时,根据具体情况,你会得到一个总是追逐父母宠爱、努力满足其期望的孩子;有时,一个叛逆的孩子会反击、试探界限,他们往往会得到一个与旅行或自由有关的愿望,或者想要得到不会利用自己的真正朋友或真正爱人的欲望。
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
许多欲望都以秘密的形式发挥作用,尽管有些始终是公开信息,有些可能以后会成为公开信息,如阴谋/情报网络帖子中所讨论的那样。兴趣也可以是秘密的,尤其对于权威人物或社会不认可的“隐藏利益”的而言。这对于次要角色来说更为常见,但成年角色可以将这些感受带入以后的生活。这种事情在以人物为中心的奇幻故事中很常见。
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.
结论
Conclusion
我希望这些信息有助于潜在玩家了解Axioms的社交框架。显然,角色是与人口相对而言的,因此游戏中的绝大多数 "人 "并不具有这种代表性,但即使在总人口较少的较小世界中,角色的总数也至少是4位数。预期的世界大小应支持较高的5位数。
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.
今天晚些时候将发布一篇单独的文章,或者也许要等到明天,这样我就不会让人觉得收件箱被垃圾邮件淹没,那篇文章涉及这个详细角色模型的实际影响。我将基本上描述一个经历一年游戏时间的一般角色,然后为特定类型的角色添加一些补充。角色“类型”没有被真正的硬编码分离,但可以将高级贵族与商人、雇佣法师或专职间谍等区分开来。
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.