Story bible - barsandcat/HMS-Sunflower GitHub Wiki
Format:
- Ship is the main character
Message:
- War is stupid. You started war to keep status quo, but it is a local optimum. In the end, it you will fail even worse.
From game play perspective story requires only:
- Be branch-able
- Have some unlock-able branches
Since ship is the main character, we can subvert players expectations:
- We can kill captain of the ship
- We can have enemies become your new crew
- Ending screen is ship converted to the memorial
- Death screen: Instead of you died - ship destroyed.
Since ship is main character, we may drop all together control of crew. I.e. crew, will be acting on its own.
- This does makes concept of ship as main character very strong
- We can drop running around ship during battle - this may not work very well at all If there is no control of characters, then what do we control not in the battle?
What I do not want is the stupid cinematics, and menu with select next action type of shit.
Environment? Like you can quick tap to load cargo? Another idea - you are always in control, like officially - you there is no hidden skip button, there is obvious do button instead. We can have on screen buttons and actions available, and gay out stuff that is locked by the story. Some of them can be actual minigames - rhythm and dexterity games.
Its actually other way around = I want current culture clash to be the focus. Cooperation vs Might makes right.
So theme is might makes right vs cooperation cultures. Question is: what other cultures are there?
https://ncase.me/trust/ Live and let live, Always cheat, Always cooperate
Stuff that changes - communication scale, if you start mixing people, they do not play against same people - always cheat becomes dominant strategy.
This is why "miscommunication" is such an interesting barrier to trust: a little bit of it leads to forgiveness, but too much and it leads to widespread distrust!
Culture of mistrust and beliefs in zero sum game go together.
3 things are needed for society of trust: 1 Repeated interaction 2 Non zero sum beliefs 3 Low miscommunication
"We are punished by our sins, not for them."
~ Elbert Hubbard
Non zero sum game vs zero sum game can be intersected with "stupidity" Where did I heard about stupidity concept?
Idea is, I can have characters that represent extremes on zero sum stupidity graph, and display their progression, including showing true colors.