» Wed Aug 11, 2010 3:26 am
I said yes, but there are some caveats with that.
I wouldn't want to be hunted for some vague or bogus (random) reasons, and I wouldn't want the hunting to occur for a very long period of time unless its adequately spaced out.
I think the hunting should be tied in to character creation. You specify a personal enemy based on a series of questions: (race, type, backstory) and the Radiant Story creates a custom quest but not FOR YOU, for your enemy, to hunt you.
But he shouldn't be stupid either. He should very smart, so he doesn't die right away but last a long time throughout your game. Here's how... he should come with at least 2 other hired hands of differing classes. He should make them fight you first to judge your skills and lethality in combat. If they die very quickly, he should run for his life vowing to return. Your enemy should be tougher than you by a little, and scale with you. And he should come to interfere in your quests at inopportune times, to really piss you off. What good is he AS your enemy if he isn't a direct nuisance and/or intimidating presence who you want gone, and have an emotional reaction to?
The more times he runs away (and he can run around a corner and vanish before you can catch up to him) ... the angrier and more personal seeing him the next time will become. He should be programmed for at least 10 different visits spaced a while apart, so you can just begin to forget about him when he comes back to taunt you again. There should be some times when he brings 8-10 people to fight you and you literally have to run for your life because there is no other way. But they run slower (or trip each other up), and you can escape if you work hard at it. And then those men quit, so the next time he can only gather 1-2 more, and then you don't have to run but can take them on. If you fight him, your main enemy directly, you can cause one personal wound injury and then he will run away and vanish. Each time you wound him draws you closer to the time when you can finally kill him. There should be a chance to kill him after the 3rd visit, but no chance to kill him BEFORE that, so you have time to grow to hate seeing him. The chance that he will stay longer before running off goes up each time you see him, because he also grows to hate you more, and grows more willing to take risks hoping to kill you. His growing flaw becomes your potential for exploitation.
Every time you meet him, there should be a few lines of dialogue shouted at you from afar akin to taunting, threats, intimidation, promises and vows to hunt you to the ends of the earth if need be. These should not be done up close but from a distance using the new socializing system they've developed for letting people do other things while chatting with them. He can draw his sword, and pretend to sharpen it with a stone while eyeing you darkly and things like that. Or he can show you a dagger you gave your friend last week, meaning he must have found and killed her your in-game friend to get it.
It could get really ugly, but also really interesting.
So that when you finally kill this guy, you reap a bonus... all the experience you never got while he escaped each time (it stores all the experience from fighting and negotiating with him in a private cell in your character sheet and when you finally kill him, you get it all at once.) This would make the kill of this very personal enemy a great and wonderful moment. Perhaps you can even level from it? That's be awesome.