Something I'd suggest instead of the universal Fame/Infamy system is a "faction" based reputation system.
The actual suggestion goes a bit deeper, for example there should be more than "Likes me / Likes me not" to determine how people think of you but let's keep that aside for now.
The idea itself is that NPCs are members of certain groups, now I don't mean guild memberships though those play into this as well. They are members of social groups. For example all people living in Town X are "members of Town X faction".
Members of a faction have a certain "bond" which simulates in news spreading between them and how much they react to it. So for example if you'd murder someone in Town X faction and it was witnessed news would spread relatively fast within them, faster than it would from that town to another and with a bit stronger influence...
Nice idea - well put.
I'd also add the severity of the deed (or non-deed) to the equation. A witnessed murder would spread between towns and social circles much more easily than a petty theft (which may not even make it to the town constable if the witness likes you).
But let's say we have towns that are hated rivels (think Hatfield's and McCoy's - bloodshed does occur but they love to 'best' each other more than anything else) and you murder a particular family head in one town. The murder would slowly make its way throughout the province but in the rival town you may be seen as a hero for slaying that 'outlaw' and even sought out to be given a special quest buy the thankful town's heads. Of course, this thankful town is pretty far away and the town whose member you just murdered is on a hunting expedition for your hide. Once that rival town gives you the quest, however you're approached, in secret, by one of the heads of that town and he revels to you a plan to actually bring the warring towns together. He not only gives you ANOTHER quest but asks that you perform the first quest given without killing any more members of their enemy. This OTHER quest could be anything from escorting a future bride back into the hostile town without killing any of the town members (which you can do by disguising yourself and convincing certain members of that town about a marksman sharpshooting contest with their rivals somewhere out in the wilderness) to forcing them to band together against a third, more powerful, enemy that is threatening to wipe out both their towns. Which you would pull off by using maybe a big 'smoke and mirrors routine' or even a hack and slash, 'wasn't me, it was the boogie man' event. Of course, you'd have to get members of both sides to one place which you could do by using the afore mentioned marksman contest..., etcetera, etcetera, etcetera...
This is just a piece of the sort of dynamic environment I was hoping for, and posted about, when Oblivion came out. I want a realm in which "I" feel like the computer generated NPC who has to fight, tooth and nail, to keep himself in the action lest he be left behind. Think - thieves guild initiation quest. Except through the whole game and to the n'th degree in complexity. "What do you mean the rats were already cleared out of your basemant by Joe Shmo Hero, but thanks for asking!" WTF!?! :clap: :clap:
I don't want quests that end in me bubbling in answer "A" (because that's the only answer) and moving on. I want quests in which I have to choose between A, B, C, D, and E, with some answers having IF/AND/OR consequences in that quest AND future quests. I think there are two main reasons why CRPG's don't do this yet. One is the 'bumper bowl' effect. In order to please 'the masses' the game gets watered down to allow anyone to be able to do anything no matter what his character has done in the past. I SAY, "DAMN THE MASSES!" I don't want my high level mage to be special just because he can incinerate goblins with the wink of an eye. I want him to be special because a knight CAN'T! No matter how hard the knight tries, that path has been closed to him because of the choices he's made with people, in factions, and during quests, long ago. He may be able light a torch from across the room or give a bandit a hotfoot but that's it! Of course the reverse would also be true where a knight would be able to lop off a goblin's right arm while drinking his morning coffee whereas a mage wielding a sword would merely kill the goblin with laughter as he lops off his own ear! Now some of these paths *MAY* cross early on. If your classic AD&D bard, for instance, wanted to learn a few damaging spells while still being able to pick up a longsword without being a danger to himself. He could never become a master at either no matter how hard he tried, though. I want to retire my mage, toward the end of his adventuring career, not because he's done everything in the game but because there's so much that he hasn't done. If I want to see what the other three quarters of the game looks like I'll have to start up an evil dark brotherhood assassin or a benevolent cleric and start another 75+ hours of gameplay. Just think of what the modding community could do with such a game. Dozens, maybe hundreds, of individual modules (adventuring mods) tailored to individual character types! Not to mention more money in Bethesda's pocket as they release DLC after DLC advancing the warrior's fame, or the mage's quest for power, or the thief's infamy, etc...
This brings me to the other reason why I think CRPG's aren't there yet - complexity. The type of complexity I am looking for doesn't exist yet in any game. It would definitely be a coding nightmare for even the most talented programmers.
Don't get me wrong, I think Oblivion is one of the best CRPG's in history. But alas, Bethesda (and all you wizard-like modders out there)...you gave me a glimpse of the moon and now I want it! :goodjob:
Sorry, got a little carried away (too much coffee this morning :woot:).
Edit - SS