Reputation
Context
Reputation plays an essential factor in the way NPCs, Organizations, and Patrons view the player character's ability to perform the action they say they can achieve. As reputation is earned and lost, it affects the experience (XP) and credits earned and spent. Certain locations or specific pieces of information may only be accessible after the character has the necessary reputation needed to access said location or information.
Hypothesis
Reputation ties directly to the pillars of gameplay by providing a mechanism to achieve a favorable status with NPCs within the game. It creates a more “living and dynamic” game world.
Measuring Success
Success will be measured by the following:
NPC has a “favorable” view of the player and offers information, lower prices, or quests.
Groups of enemies with which the player has a negative reputation provide more opportunities to “even the score” through increased combat opportunities.
Design
Summary
Write down a summary of how the feature works. Include images or sketches if you have any.
User Journey
Sketch out screens of what the player will see and do, step by step.
Flow
Create a flow diagram of how the feature works.
Values
If this is a feature that has values attached to it then define them here.
Edge Cases
Are there any situations where this feature needs to behave a little bit differently?
Research and Testing
How are you going to test this feature at different stages of development?