Locations Approved, Chargen and Beat Analysis

Hey Folks! Hope everyone had a good weekend. It was a (mercifully) fairly quiet one for us. Olympics season is here, and while I'm not a huge Olympics guy, Rochelle likes winter games. So we splurged for Olympics streaming access, and introduced our toddler to the "bumpy bump skiing" game (a.k.a. moguls).

Also, I finally bought Fallout 4 and started playing it. (See saw hand gestures.) I kiiiinda like it. I mean, it has much smoother gunplay and jumping than earlier entries. It's still fairly pretty (in a junky kinda way). And I'm starting to get into the crafting bits more and more.

Buuuut...I guess it's more for a different audience than I. The dialogue is really grating, and kinda nonsensical. Like, why is there any option in my dialogue wheel besides "WHERE IS MY BABY? HAVE YOU SEEN MY BABY?" Seriously, I watched my baby ripped from my spouse's arms, and then the spouse is murdered in cold blood. I get my first taste of freedom and...now I'm conversing with some local farmers about picking their melons? Really?

Anyway, it's a fun romp. But I've pretty much given up on immersion.

And speaking of, that was most of the work-related stuff I focused on today. I finished reviewing Michael's location entries, and I think those are all good to go. A few edits here and there, and mostly technical quibbles at that. And one resurrection of a paragraph I really liked in his original pitch which was omitted in the final. But yeah, this has been a super useful exercise, as it pumped a lot of lifeblood into the Frankenstein under construction.

And on that note, I've sent him some specs and info on how interactions work. That might be an area we explore next. I.e. expanding the dialogue options for AI so they have more than 10 options to repeat ad nauseum. That's sort of where today's screenshot comes in. It's from Robin D. Laws's Hamlet's Hit Points, and it shows how a scene can be dissected into "beats." A character wants something, seeks it, and their target either grants it or (more likely) not. And this cycle repeats in variations through the story.

It's a pretty handy way to think about drama and characters, particularly since the space prototype treats psychological needs similarly to how NEO Scavenger treated physical needs. They can seek comfort, security, privacy, or any other of a number of needs. And other AI can make that easier or harder, depending on what they want.

And the player is left to do damage control :)