Rob
Moderator
I like your train of thought, Stupidity, but I don't think that Respect Vs Fear could work, simply because that 1D way of looking at things doesn't sufficiently span human emotion space.
Good vs Evil relates to the protagonist. This 1D metric can work, because "good" is perceived as the opposite of "evil".
In contrast, Respect Vs Fear relates to the NPC's perception of the character, and is not an intrinsic property of the protagonist. Note also that respect is not the opposite of fear; it could be possible to both respect and fear someone, and vice versa. Also, there are other emotions that would play a part in addition to Respect and Fear, such as Anger, Hatred, Love, etc.
I too would like to see a system with more depth than simply Good Vs Evil. I would ideally like to see an array of different emotions, which will undoubtedly be correlated. Individual NPCs should have predispositions towards certain character traits (such as being friendly/unfriendly, cautious/welcoming, fearful/fearless etc), as well as specific feelings towards the character based on historical personal experience, which may include global perception (e.g. from word-of-mouth, or fame).
Good vs Evil relates to the protagonist. This 1D metric can work, because "good" is perceived as the opposite of "evil".
In contrast, Respect Vs Fear relates to the NPC's perception of the character, and is not an intrinsic property of the protagonist. Note also that respect is not the opposite of fear; it could be possible to both respect and fear someone, and vice versa. Also, there are other emotions that would play a part in addition to Respect and Fear, such as Anger, Hatred, Love, etc.
I too would like to see a system with more depth than simply Good Vs Evil. I would ideally like to see an array of different emotions, which will undoubtedly be correlated. Individual NPCs should have predispositions towards certain character traits (such as being friendly/unfriendly, cautious/welcoming, fearful/fearless etc), as well as specific feelings towards the character based on historical personal experience, which may include global perception (e.g. from word-of-mouth, or fame).