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Saturday, Oct 11, 2008
So I was watching last weeks episode of Flashpoint, one of my favorite new shows (and if you're not watching it you should be, this is quality programming) about Toronto's Strategic Response Unit (SRU). One of the things I love about this show is how intelligently it portrays how these professionals handle dangerous high tension crisis scenarios, which usually involves hostage situations.

The SRU is multitasking all these different angles; trying to negotiate with the suspects, consulting with psychologists to get a profile of the person they're dealing with to better understand how to relate to them, employing stealth to breach the structure where the gunmen are, figuring a way to extract the hostages, looking to get prime sniper positions as a last resort. It all gets covered.

And how they deal with the gunmen holding the hostages is never black and white in such a manner like "they took innocent civilians, so they're going down!!!!". They really try 1st and foremost to find peaceful resolutions to the situation, to talk them out of what they're doing, and not relying on massive gunfire and explosions (like I said, the snipers are there as a last resort, if they absolutely are needed to stop a hostage from getting shot). And in many cases, the story reveals that the gunmen have their own story, and it isn't just random why they're doing what they're doing, which has varied from desperation to save a sick near-dying loved one, to proving their own or someone else's innocence, having basically been backed into a corner with nothing left to lose and such. An the SRU negotioator always seeks to engage the person, to genuinely connect with them and lower their own tension, try to garner cooperation.

But I digress. All these crisis scenarios and the way the SRU handles them got me thinking - these are elements that could really add to a more fleshed out tactical experience of games like RainbowSix and SWAT, where you aren't always just shooting enemy soldiers, but sometimes having to rescue civilians.

How cool would it be to have a Mass Effect sty1e multiple options dialog system where you negotionate with the hostage takers, where the game presents you the option to talk your way out of a situation rather than always have to take them down with the element of surprise (smoke breaching). The goal would be to at first ask questions, see what they want, what their situation is, and as with the SRU, try to connect with the hostage takers. The dialog options having the effect of either escelating or de-eselating the tension levels in the room. The players goals, through question and answer dialog options would be to connect with the terrorist, and obtain some level of cooperation that they might be talked out.

Now before you get the wrong idea, this wouldn't be present in ALL sceneratios of a RB6 or SWAT game. Many scenarios you run into, the only natural outcome is to engage 1st with the element of surprise. But maybe there are some where an icon appears letting you know you can (press button) to enter a negotions mode, switching to dialog controls. And how the player handles the negotioans, maybe the hostages get released willingly, or it fails and you still have to fall back on the shooting scenario to secure the civlians safety, which is th primary goal. And of course, when that option icon appears, the player can opt not to take that course, and just go ahead with a stealth breach to take em out before they know what hit them.

So both the strategic as well as the explosive action would still be intact, but with another gameplay element to add another layer to the tactical experience.
Posted by AdobeArtist, 10:34am
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Yeah that could be cool. Perhaps the game could be completed only with negotiations if you're good enough? It would be weird, but fun lol.
Posted Oct 14, 2008 3:57 am PT
Actually Frozen, I don't think it would be practical to have negotiations in every situation all the time. From a logical point of view of authentic story telling, that opportunity simply wouldn't be present in every situation.

My idea was that it would make for a new element to the gameplay to add variety. Not always shooting, and therefore not always talking. In some cases, a stelth breach would be a tactical squads only option, but if it seems feasible in the given crisis situation that there would be an opportunity to negotiate (based on what the scripted plot is), then an icon appears letting the player know they can press the button to enter into Negotiation Mode. But even then, they can choose to skip that option if they prefer to take em down fast and hard when they have the element of surprise.

My concept is really for more open ended gameplay, to let the gamer play how they most want to (when the options are given). But again, I can't see a negotiation (in story realism) being available all the time, given the sensitive and sometimes war like nature of many crisis scenarios. Plus I think more gamers would still want the tactical shooting element there.

The achievement/trophy idea I had was for succeeding in all negotiations *where they were present in the game*.
Posted Oct 14, 2008 7:49 am PT
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