docs(decisions): record 24 workshop decisions and updated questions
D-records from Where's the Fun workshop across architecture, content, and scope domains. Updated open questions for v0.2 pivot. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
+77
-8
@@ -71,8 +71,9 @@ What we're building: game concept, design pillars, prototype definition, map spe
|
||||
- **Cross-reference:** Perception mode overlay in [D-017](perception.md#d-017-perception-modes-as-character-build-system). Time display on insert in [D-031](architecture.md#d-031-time-system--game-clock-and-day-phases).
|
||||
- **Raised by:** Team Leader (Jeroen) proposed borderless + anchoring concept. Miri confirmed canon basis. Full team contributed mechanics.
|
||||
|
||||
### D-014: v0.1 map specification
|
||||
### D-014: v0.1 map specification [SUPERSEDED]
|
||||
- **Date:** 2026-02-09
|
||||
- **Superseded by:** [D-114](#d-114-v02-proof-of-life--generator--graphics-not-hand-built-slice) (generator-first proof-of-life replaces hand-built map spec; auto-generated locations at scale replace the hand-crafted tile map approach)
|
||||
- **Decision:** First playable tech demo map spec:
|
||||
|
||||
| Layer | Spec |
|
||||
@@ -93,8 +94,9 @@ What we're building: game concept, design pillars, prototype definition, map spe
|
||||
|
||||
- **Raised by:** Full team across Rounds 8-10.
|
||||
|
||||
### D-027: Vertical slice — smuggler + detective, two-character proof
|
||||
### D-027: Vertical slice — smuggler + detective, two-character proof [SUPERSEDED]
|
||||
- **Date:** 2026-02-10
|
||||
- **Superseded by:** [D-114](#d-114-v02-proof-of-life--generator--graphics-not-hand-built-slice) (generator-first proof-of-life) and [D-117](#d-117-tycoon-is-the-v02-bookmark--zero-investigation-content) (tycoon bookmark replaces smuggler + detective; zero investigation content for v0.2)
|
||||
- **Decision:** The proof-of-concept vertical slice is one station district containing: 1 workplace social site, 1 social venue (bar), 1 smuggling ring template, shared NPCs. Two playable characters: smuggler (logistics worker, insider access to criminal templates, social camouflage) and detective (institutional investigator, authority access, analytical). Success criteria: (1) 30 minutes of daily-life breathing room before contamination activates, (2) both playthroughs feel like fundamentally different games, (3) after each playthrough player names an NPC they felt conflicted about, (4) the observe→notice→follow→discover sequence emerges from systems not scripts.
|
||||
- **Supersedes:** [D-006](#d-006-prototype-scenario--institutearmstrongguardians-superseded)
|
||||
- **Rationale:** Smuggler + detective creates adversarial divergence — the detective's target IS the smuggler's daily life. Same templates, same NPCs, inverted relationships. Proves character-as-lens, contamination, life-sim attachment, and replayability simultaneously. Tyre confirms: ~20% more effort than single-character, no new architecture.
|
||||
@@ -121,8 +123,9 @@ What we're building: game concept, design pillars, prototype definition, map spe
|
||||
- **Raised by:** Ozzie (Round 1 minimum viable proposal, Round 2 full spec), project lead (confirmed, directives #3 and #9). Amendment raised by Inigo (hybrid approach), endorsed by Tyre.
|
||||
- **Dissent:** Mellanie and Araminta both proposed deferring audio; project lead overruled. Visual sound indicators remain complementary to audio (not replacement).
|
||||
|
||||
### D-039: v0.1 wow moment scope — all 6 moments
|
||||
### D-039: v0.1 wow moment scope — all 6 moments [SUPERSEDED]
|
||||
- **Date:** 2026-02-11
|
||||
- **Superseded by:** [D-127](content.md#d-127-player-choices-are-the-content--rimworld-model-job-as-rails) (emergent life-sim replaces detective-specific authored wow moments) and [D-136](architecture.md#d-136-first-settled-reach-moment-auto-generated-apartment--insert-activation) (new first moment: apartment + insert activation). The 6 wow moments were designed for the detective/smuggler frame. No detective-specific wow moments in v0.2.
|
||||
- **Decision:** All 6 wow moments identified by Ozzie are in v0.1 scope. The original 4 "essential" moments are promoted to must-have. The 2 "nice-to-have" moments are also promoted to must-have (project lead directive).
|
||||
- **The 6 wow moments (chronological in a 30-minute session):**
|
||||
1. **Arrival** (minute 0-1): Station hum playing, NPCs already moving, first monologue chime. "Where am I? This feels real." Content: opening monologue, station ambient, pre-populated routines.
|
||||
@@ -163,8 +166,9 @@ What we're building: game concept, design pillars, prototype definition, map spe
|
||||
- **Raised by:** Lead (stance toggle, final call), Gestalt (Walk/Sprint/Careful triad + perception coupling), Dudley (MovementProfile + tick values), Ozzie (perception gradient), Nigel (character-defining speed)
|
||||
- **Dissent:** None after lead call.
|
||||
|
||||
### D-065: Smuggler inventory — knowledge-primary with physical evidence
|
||||
### D-065: Smuggler inventory — knowledge-primary with physical evidence [SUPERSEDED]
|
||||
- **Date:** 2026-02-13
|
||||
- **Superseded by:** [D-117](#d-117-tycoon-is-the-v02-bookmark--zero-investigation-content) (no smuggler character in v0.2). The knowledge-primary inventory concept and physical evidence design survive as patterns for future character implementation.
|
||||
- **Decision:** Knowledge is the primary "inventory" for all characters (you SAW the manifest, not you HAVE it). The smuggler additionally gets a minimal physical inventory for v0.1: 3 specific items (manifest copy, corridor access token, personal comm log). Capacity per archetype: smuggler 3-4 slots, detective 2 slots. Carried items are PRIVATE — they exist behind the information boundary ([D-010](architecture.md#d-010-multiplayer-ready-architectural-baseline) principle 2) and are not visible to other entities unless revealed via search, scan, or confrontation. Server implementation: world entities with CarriedBy component. Verbs: Take, Place.
|
||||
- **Evidence presentation differs by archetype:** Detective sees case-file-style entries (structured: what/where/when/source/confidence, insert suggests links). Smuggler sees personal notebook (organized by person, informal voice, no contradiction flags). Same underlying knowledge graph, different presentation layer.
|
||||
- **v0.1 items (Paula):**
|
||||
@@ -178,8 +182,9 @@ What we're building: game concept, design pillars, prototype definition, map spe
|
||||
- **Raised by:** Lead (smuggler needs inventory), Paula (three items + presentation split), Gestalt (knowledge-primary framework), Tyre (minimal implementation: SmallVec<3>), Dudley (server model: BTreeMap + info boundary)
|
||||
- **Dissent:** Tyre initially argued zero physical items in v0.1 (saves 3-4 sprints). Adapted with minimal implementation after lead directive.
|
||||
|
||||
### D-087: v0.1 triangle configuration — 3 active forks, 2 passive tensions
|
||||
### D-087: v0.1 triangle configuration — 3 active forks, 2 passive tensions [SUPERSEDED]
|
||||
- **Date:** 2026-02-12
|
||||
- **Superseded by:** [D-122](content.md#d-122-all-npcs-generated--no-named-hand-authored-characters) (all NPCs generated; no named triangles with hand-authored characters) and [D-117](#d-117-tycoon-is-the-v02-bookmark--zero-investigation-content) (no investigation-specific triangle configuration for v0.2). Triangle generation follows the generator-first model (D-114).
|
||||
- **Decision:** v0.1 vertical slice uses 5 relationship triangles. Three are active forks (T1: Kael-Smuggler-Ring, T2: Sera-Detective-Commission, T4: Drin-System-Ring) with branching outcomes driven by player observation. Two are passive tensions (T3: Naia-Kael-Hael, T5: Worried Partner background) that provide atmosphere and secondary discovery paths. Active forks require authored content per branch. Passive tensions are system-driven.
|
||||
- **Rationale:** Three active forks are within v0.1 content authoring capacity. Passive tensions require no branching content — they enrich discovery space without multiplying authored lines.
|
||||
- **Raised by:** Gestalt, Paula
|
||||
@@ -187,8 +192,9 @@ What we're building: game concept, design pillars, prototype definition, map spe
|
||||
- **Source:** v0.1 Content Scoping Workshop, Round 2 synthesis
|
||||
- **Cross-reference:** D-027 (vertical slice), D-034 (THE FRIEND pattern)
|
||||
|
||||
### D-089: Self-contained triangle forks for v0.1, no cross-triangle cascade
|
||||
### D-089: Self-contained triangle forks for v0.1, no cross-triangle cascade [SUPERSEDED]
|
||||
- **Date:** 2026-02-12
|
||||
- **Superseded by:** [D-117](#d-117-tycoon-is-the-v02-bookmark--zero-investigation-content) and [D-122](content.md#d-122-all-npcs-generated--no-named-hand-authored-characters). No hand-authored triangle forks in v0.2; triangle generation follows the generator-first model. Cross-triangle cascade design is preserved as a future consideration once the generator proves relationships are readable.
|
||||
- **Decision:** In v0.1, each triangle fork resolves independently. No triangle outcome triggers escalation in another triangle. Cross-triangle cascade (storyteller-managed, where resolving T1 affects T2 pressure) is deferred to v0.2+. This keeps v0.1 content authoring manageable — each triangle is a self-contained narrative unit.
|
||||
- **Rationale:** Cross-triangle cascade requires the storyteller to track inter-triangle state and authors to write contingent branches. Both are out of scope for v0.1. Self-contained triangles can be authored, tested, and validated independently.
|
||||
- **Raised by:** Paula, Gestalt
|
||||
@@ -196,8 +202,9 @@ What we're building: game concept, design pillars, prototype definition, map spe
|
||||
- **Source:** v0.1 Content Scoping Workshop, Round 2 synthesis
|
||||
- **Cross-reference:** D-087 (triangle configuration), D-027 (vertical slice)
|
||||
|
||||
### D-091: Complicity as named thematic core
|
||||
### D-091: Complicity as named thematic core [SUPERSEDED]
|
||||
- **Date:** 2026-02-12
|
||||
- **Superseded by:** [D-132](content.md#d-132-dual-scale-consequence-model--rimworld-sharp-events-and-df-slow-accumulation) (consequence replaces complicity as the primary experiential frame — Gore's reframe, Where's the Fun? Workshop convergence). The detective/smuggler frame that gave "complicity" its specific meaning has been replaced by the life-sim frame (D-117). All careers produce consequence at dual scales; complicity was archetype-specific to the detective/smuggler lens.
|
||||
- **Decision:** The game's thematic identity is complicity — not conspiracy, not detection, not information asymmetry (which is the mechanical core per D-007). The player becomes complicit through observation: seeing something means choosing whether to act on it. The smuggler is complicit in the ring's operations. The detective is complicit in the institution's blindness. Both discover they are already entangled before they choose to be. This framing governs narrative design, wow moment emotional targets (D-039), and the Divergence Reveal (D-027 criterion 4).
|
||||
- **Rationale:** "Complicity" names the emotional experience that information asymmetry produces. It distinguishes this game from pure detective games (you uncover truth) and pure action games (you do things). Here: you watch, and the watching implicates you.
|
||||
- **Raised by:** Gore
|
||||
@@ -207,4 +214,66 @@ What we're building: game concept, design pillars, prototype definition, map spe
|
||||
|
||||
---
|
||||
|
||||
*17 decisions (15 active, 2 superseded). Last updated: 2026-02-12 (D-087, D-089, D-091 added — retroactive filings from v0.1 Content Scoping Workshop and Wiki Review Workshop)*
|
||||
### D-114: v0.2 proof-of-life — generator + graphics, not hand-built slice
|
||||
- **Date:** 2026-03-05
|
||||
- **Decision:** The v0.2 proof-of-life milestone is defined as: the generator producing usable output (auto-generated locations at scale with legible characters) plus better graphics. A hand-built vertical slice is explicitly NOT the proof-of-life. The v0.1 lesson: descoping toward a hand-built approach produced the wrong game. v0.2 must first prove the foundational generator can produce usable output, then build the game on top of that foundation.
|
||||
- **Rationale:** v0.1 was built as a detective puzzle game with hand-placed NPCs and dots for characters. The designer's vision is a single-character life sim. The generator-first approach prevents the same mistake — we prove the generative foundation works before committing to content on top of it.
|
||||
- **Source:** Where's the Fun? Workshop, Round 4 Interview, Decision 1
|
||||
- **Raised by:** Team Leader (Jeroen)
|
||||
- **Dissent:** None
|
||||
- **Supersedes:** [D-027](#d-027-vertical-slice--smuggler--detective-two-character-proof-superseded) (hand-built vertical slice), [D-014](#d-014-v01-map-specification-superseded) (hand-built map spec)
|
||||
|
||||
### D-115: Character creation scoped to skills + bookmark for v0.2
|
||||
- **Date:** 2026-03-05
|
||||
- **Decision:** v0.2 character creation is limited to two elements: skills (what the character is good at) and bookmark (which starting scenario/location the character inhabits). Family, culture, and religion are deferred from character creation. Culture is available in the game through the starting location (see [D-128](content.md#d-128-culture-implicit-in-starting-location--krenn-system-equals-krenn-culture)), not as a creation slider.
|
||||
- **Rationale:** Skills and bookmark are the minimum needed to differentiate playthroughs. Adding family/culture/religion at creation gates content that is better delivered through gameplay. Religion in particular is NOT a game system (D-116).
|
||||
- **Source:** Where's the Fun? Workshop, Round 4 Interview, Decision 2
|
||||
- **Raised by:** Team Leader (Jeroen)
|
||||
- **Dissent:** None
|
||||
- **Cross-reference:** [D-128](content.md#d-128-culture-implicit-in-starting-location--krenn-system-equals-krenn-culture) (culture implicit in location)
|
||||
|
||||
### D-116: Religion is not a game system
|
||||
- **Date:** 2026-03-05
|
||||
- **Decision:** Religion is not a game system in The Settled Reach. It was mentioned as a reference point for the cultural richness of CK3, not as a design requirement. Religion is not a character creation axis, not a faction mechanic, not a dialogue filter, and not a storyline driver.
|
||||
- **Rationale:** The reference to religion in workshop discussions came from CK3 influence. The Settled Reach's mechanical identity is economic + social + information asymmetry, not religious politics. Excluding religion from game systems focuses design on the core mechanics.
|
||||
- **Source:** Where's the Fun? Workshop, Round 4 Interview, Decision 3
|
||||
- **Raised by:** Team Leader (Jeroen)
|
||||
- **Dissent:** None
|
||||
|
||||
### D-117: Tycoon is the v0.2 bookmark — zero investigation content
|
||||
- **Date:** 2026-03-05
|
||||
- **Decision:** The v0.2 bookmark is the tycoon — a small business owner in the Krenn System. v0.2 ships zero investigation content. The detective and smuggler framing from v0.1 is explicitly abandoned for v0.2. The tycoon naturally blends career models: active management, remote investment via insert (WFH model), and one-off deals (gig model). Investigation content will be revisited when the life-sim foundation is proven stable.
|
||||
- **Rationale:** v0.1's detective/smuggler frame produced the wrong game. The tycoon bookmark is thematically and mechanically richer: economic complicity, life-sim attachment loops, and narrative emergence from everyday decisions. Clean break from investigation content removes the frame that distorted v0.1.
|
||||
- **Source:** Where's the Fun? Workshop, Round 4 Interview, Decision 4
|
||||
- **Raised by:** Team Leader (Jeroen)
|
||||
- **Dissent:** None
|
||||
- **Supersedes:** [D-027](#d-027-vertical-slice--smuggler--detective-two-character-proof-superseded)
|
||||
|
||||
### D-118: Small business owner starting state — tycoon is aspiration, not starting position
|
||||
- **Date:** 2026-03-05
|
||||
- **Decision:** The tycoon bookmark begins as an existing small business owner, not a mogul. The player starts with a small operation (bar, logistics contract, storage franchise) and grows into a tycoon over time — or sells out and pivots to exploration. The bookmark name "tycoon" describes the aspiration and growth trajectory, not the starting state. A true tycoon starting position would be overpowered and would skip the interesting growth phase.
|
||||
- **Rationale:** Economic complicity and life-sim attachment require a character with something to lose and room to grow. Starting as a mogul eliminates the growth arc and removes economic stakes. The small business owner start grounds the player in a human-scale economic reality before scaling up.
|
||||
- **Source:** Where's the Fun? Workshop, Round 5 Interview, Decision 20
|
||||
- **Raised by:** Team Leader (Jeroen)
|
||||
- **Dissent:** None
|
||||
|
||||
### D-119: Generator spike confirmed for Sprint 25 — critical path
|
||||
- **Date:** 2026-03-05
|
||||
- **Decision:** The Sprint 25 generator spike is the confirmed first deliverable. If the generator cannot produce usable output, nothing else matters. If it can, everything else has a foundation. The generator proof-of-life gates all subsequent v0.2 development. Sprint 25 prerequisites that must exist before or during the spike: zone identity spec (Miri), one culture profile for Krenn System / Station Sova (Miri), and NpcBlueprint struct design (Tyre). Estimated timeline (Tyre): 7 sprints to proof-of-life playtest (generated location + legible characters + tycoon bookmark from creation to Day 3).
|
||||
- **Rationale:** The v0.1 lesson established that building without a proven generator produces the wrong game. The sprint 25 spike tests whether the generator can produce auto-generated locations at scale with legible characters — the translation risk mitigation before anything else.
|
||||
- **Source:** Where's the Fun? Workshop, Round 5 Interview, Decision 22
|
||||
- **Raised by:** Tyre (proposal), Team Leader (confirmed)
|
||||
- **Dissent:** None
|
||||
- **Cross-reference:** [D-114](#d-114-v02-proof-of-life--generator--graphics-not-hand-built-slice) (generator-first proof-of-life)
|
||||
|
||||
### D-120: No skill ceiling in v0.2 — transhumanist ladder deferred
|
||||
- **Date:** 2026-03-05
|
||||
- **Decision:** Skills have no hard cap in v0.2. The transhumanist ladder (baseline human → Higher → ANA-connected) is a later design layer. v0.2 proves the life-sim loop without skill constraints. The `skill_ceiling` architectural field is preserved in the implementation but not enforced in gameplay until the base game loop is proven.
|
||||
- **Rationale:** Skill ceilings add complexity that is not load-bearing for the v0.2 proof-of-life. The life-sim loop must prove itself first. The transhumanist ladder is a rich design space but belongs in a later iteration when the foundational systems are stable.
|
||||
- **Source:** Where's the Fun? Workshop, Round 5 Interview, Decision 24
|
||||
- **Raised by:** Team Leader (Jeroen)
|
||||
- **Dissent:** None
|
||||
|
||||
---
|
||||
|
||||
*24 decisions (15 active, 9 superseded). Last updated: 2026-03-05 (D-114–D-120 added; D-014, D-027, D-039, D-065, D-087, D-089, D-091 superseded — Where's the Fun? Workshop)*
|
||||
|
||||
Reference in New Issue
Block a user