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Event Flag
- 100 statements
- 0 feature instances
- 105 referencing feature instances
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When you boil it down, games are ultimately a series of numbers. All the gameplay and fancy graphics are when it comes to it, a bunch of computer code doing a lot of calculations. So how does the game actually know where you are in the story, what choices you've taken, what characters you've spoken to, and when to make evil monsters appear? Introducing the Event Flag: a condition in game programming that causes a variable to change. Event Flags are set off when certain events take place — Boss Battles, Cutscenes, leveling up, One Ups — anything that's important to the plot or to your stats. Flags can also trigger anything, from changing a character's status to activating subquests or side-plots to adjusting what sort of Random Encounters show up. How and when they are implemented, and what they do are purely up to the game developers. It's important to note that there need not be any logical connection between the action and the results. Sometimes there is a relationship, as when the completion of one quest makes you eligible for others, but very often the game programmers just decided to enforce the order of events. If the door to the Black Tower is impenetrably sealed, but spontaneously unlocks itself after you give 10 flowers to a completely unrelated NPC on the other side of the world, an Event Flag is the little chunk of computer code that made it happen. Setting off certain Event Flags is necessary for the computer to know when you've won most games. (In the case of a game with Multiple Endings, which Event Flags are set off will usually decide what ending you getnote the main other possible criteria being your Karma Meter, what faction you're in, what final level you're playing (some games have more than one), which Final Boss you're facing (again, quite a few games have more than one), or which option you picked from the drop-down menu in the penultimate cutscene — and all of these can, depending on the game, boil down to a set of Event Flags anyways.) Sequence Breaking in the wrong places can make the game Unwinnable if a flag that was supposed to be triggered gets stuck in the wrong state, or if it results in a combination of event flags that normally would not happen, causing the game to crash or behave strangely. There are different ways games can implement this. The variables might be stored independently, which would usually be done for side quests, or even simple bits of information such as permanently opening a door or having a conversation with an NPC, though this is not always the case. RPGs and some other game types also commonly use a story event flag, represented by a number, to store your progress throughout the game. For instance, if you enter the game's second area for the first time with a value of say "7", the game plays a cutscene and you engage in a Hopeless Boss Fight. Do well, and maybe the game sets the flag to "8" which results in some unique dialogue. Do badly, and maybe it gets set to "12" with some different outcome. When you enter this area again, the game checks the story flag, knows you've already encountered the boss because the value is greater than "7", and won't repeat events. Naturally, these are arbitrary values set by the game designers, though normally these would be expected to increase as you progress since it simplifies things. Let's also say the Noob Cave is normally permanently inaccessible after completing it due to a locked door, but it somehow is still possible to enter anyway. Enter the area again and the game sets the story state back to "7". As far as the game is concerned, you never encountered the Hopeless Boss Fight and it will play out again. Where this might be a real problem is if you have to cross a bridge that collapses or go through a door that locks, and the game still remembers these obstacles are now impassable, trapping the player. Generally, a Broken Bridge is "repaired" by an event flag, and an unsolvable puzzle gets its solution from it as well. Event flags are also how a game knows when You Shouldn't Know This Already. The term is often used for gags in anime and Japanese games, where Genre Savvy characters talk about needing to set off flags for the plot or relationships to move in a favored direction. More commonly, it is a joke about Tempting Fate, where once a certain event has been set off, something inevitable will follow.note In this situation, when going through said playthroughs, it is a Memetic Mutation in the Japanese community. Anybody who talks about what they're going to do after a war, for example, has set a death flag. |
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