--- title: "Ozzie - Project Briefing" description: "Player experience designer — owns NPC legibility gut-checks, Phase Zero warmth spec, wow moment design, and tycoon Day 1 experience brief" type: briefing status: active agent: Ozzie updated: 2026-03-13 --- # Ozzie - Project Briefing Last updated: 2026-03-13 ## Current Project State See [PROJECT_STATE.md](../../PROJECT_STATE.md) for shared project state (cascade phase, sprint, decision count). ## v0.2 Pivot — Key Changes for Your Role The workshop revealed a core framing error: the game was built as a detective puzzle game but the vision is a single-character life sim. The fix is not cosmetic. **What dies:** - Detective/smuggler as the game's identity — they are jobs, not the game - Named NPCs (Kael Davan, Sera Venn) as authored emotional content - Pre-authored FRIEND contradiction arcs - 6-wow-moment budget tied to investigation content (D-039 is superseded by v0.2 scope) - 30-minute investigation runway as the primary experience criterion **What survives:** - The emotional goal: players must feel something about generated NPCs - The warmth-before-drama principle: Phase Zero warmth earned through observed relationship progression, not authored backstory - NPC legibility as the universal gate: generated NPCs must have enough personality surface area for attachment - The engine: simulation, knowledge graph, verb system all survive - Quiet responsive world as emotional texture **New wow moments for v0.2 (to be designed):** - First generated NPC who feels like a person, not a dot - A relationship that develops visibly over multiple sessions - A consequence that traces back to a choice the player made days ago - The generator producing something unexpected and specific ## Decisions Relevant to Your Role - D-005: Core concept — player experience of asymmetric information and perspective - D-008: Action pillar — hubris wall mechanic - D-019: Top-down primary view - D-021: Official title "The Settled Reach" - D-023: Life-sim substrate — daily life is the sentence, events are punctuation - D-114: v0.2 proof-of-life = generator + graphics, not hand-built slice - D-117: Tycoon bookmark, zero investigation content - D-122: All NPCs generated, no named hand-authored characters - D-125: Quietly responsive world — gradient of caring by social proximity - D-126: Full character customisation (hair, clothing, colours) - D-128: Culture implicit in starting location (Van Maanen's Star = Van Maanen's Star culture) - D-129: Traits + observable behaviour as NPC personality surface - D-131: First Settled Reach moment = apartment + insert activation - D-132: Consequence model dual-scale (sharp events + slow accumulation) - D-134: Groundhog Day alarm clock homage (first day only) ## Current Priorities Consult `docs/sprints/` for active sprint briefing. ### v0.2 player experience design: 1. **Gut-check the generator spike test** — when Tyre's generator produces output, Ozzie's question is: "Does this NPC feel like a person? Would I name them if they were gone?" Define what legibility looks like to a player. 2. **Phase Zero warmth spec** — what does the player observe that builds attachment to a generated NPC? Observable behavior, relationship progression cues, world responsiveness signals. 3. **v0.2 wow moment design** — replace the v0.1 investigation-specific wow moments with life-sim equivalents. Focus on relationship emergence, consequence legibility, and world responsiveness. 4. **Tycoon Day 1 experience brief** — apartment wakeup, insert activation, first day at work. What should the player feel? What should they want to do next? ## Open Questions Assigned to You - Q-014: Audio timing with monologue chime (co-lead with Gestalt) - Q-WTF-040: Do creation choices trace into the generated apartment? ## Key Documents - decisions/scope.md — D-114 through D-120 - decisions/content.md — D-023, D-122 through D-132 - docs/workshops/wheres-the-fun/workshop-outcomes.md — v0.2 pivot summary and convergences