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title, description, type, status, workshop, agent, round, created
| title | description | type | status | workshop | agent | round | created |
|---|---|---|---|---|---|---|---|
| Interview Supplement — Round 4 Decisions | Summary of 15 decisions locked during round 4 interview | workshop | archived | wheres-the-fun | 4 | 2026-03-05 |
Interview Supplement — Round 4 Decisions
Where's the Fun? Workshop | 2026-03-05
The full Round 4 interview transcript is at docs/workshops/wheres-the-fun/round4-interview.md. This supplement highlights the 15 decisions locked and their implications.
The 15 Decisions
Proof-of-Life Scope
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Proof-of-life = generator + graphics, not hand-built slice. The v0.1 lesson: descoping led to the wrong game. v0.2 proves the foundation (auto-generated locations at scale + legible characters) first, then builds the game on top. Similar reasoning to v0.1's narrow scope is explicitly rejected.
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Skills + bookmark only for character creation. Family/culture/religion deferred.
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Religion is NOT a game system. It was a CK3 reference point, not a design requirement. Remove from design scope.
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Tycoon is the v0.2 bookmark. Zero investigation content. Clean break from detective/smuggler. Tycoon naturally blends Active (manage business), WFH (remote investments via insert), and Gig (one-off deals).
Skills & Voice
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Skills affect outcome (mostly C). Everyone sees the same verbs. Skills determine how well you do. Some advanced verbs may still be gated — spec needed for which ones.
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Voice: culture-driven, job modifies. The character IS their background. Job adds a layer. Voice cards authored at the culture level with job-specific modifiers. A Van Maanen's Star tycoon sounds like a Van Maanen's Star person who runs businesses, not a generic tycoon. NOTE: this is inverted from "job sets base, culture modifies" — culture is primary.
Content Architecture
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ALL NPCs are generated. No named characters. Kael doesn't exist. The generator produces NPCs that fit positions based on location characteristics. A smuggling operation exists because the geography enables it; NPCs fill roles organically.
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Generative AI for NPC content templating. Culture vectors, tone, accents as templating dimensions. Limited vocabulary acceptable at first. The copy pool will be enormous but AI-assisted.
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Possible in-game ollama for live NPC dialogue. Deferred but the door is explicitly open. A dressed-down LLM running in-game for dynamic dialogue is on the table for later investigation.
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Quietly responsive world, not indifferent. Gore's Kenshi-indifference premise rejected. The world doesn't care globally but notices locally. Primary social contacts (colleagues, neighbors) develop responsiveness over time. Gradient of caring based on social proximity. Even in early builds with test users, the world is never truly indifferent.
Visual & Identity
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Full character customization. Hair, clothing, colors. The creation screen is part of identity investment. Readability at tile scale solved through outline/highlight, not by limiting customization.
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Setting delivery: both layers. World shows it through visuals and behavior; insert names and contextualizes. Araminta (visual) and Mellanie (insert copy) work in parallel.
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First Settled Reach moment: apartment + insert activation. The apartment is auto-generated (reflects wealth, location, lifestyle). Then the insert powers on. Two intimate, personal moments before you leave the room.
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Groundhog Day alarm clock homage. Click pa-pa pa-pa, cut short. First game day only. "New day, new start, new chances" with a wink.
The Rimworld Model
- Player choices ARE the content. The question "is Phase 1 dev-sequencing or player experience?" is wrong-framed. The world is full of opportunity; the player's choices are the content. Rimworld model: one authored starting beat (alarm clock), then agency and options. A job is rails to take off from, not a script to follow.
What These Decisions Mean For Each Domain
Systems (Gestalt): Skills-verb coupling is outcome-based. VerbPriorityProfile still matters (job-aware ordering) but all verbs visible to all players. The verb system is more learnable and less gating. Tycoon bookmark means designing economic verbs first.
Player Experience (Ozzie): Wow moments must work for a tycoon, not a detective. "First Day" is apartment + insert activation + arriving at your first business appointment. The Consequence moment is economic (a deal went wrong, prices shifted, someone remembers what you did).
Narrative (Paula): No named NPCs changes everything. FRIEND pattern becomes a generator template, not authored character. Phase Zero warmth must emerge from generated NPCs with limited vocabulary. The moral arc still works but is triggered by emergent relationships, not authored relationships.
Themes (Gore): Quietly responsive, not indifferent. Consequence as theme survives. The gradient of caring (world → district → neighbors → colleagues → friends) is the emotional architecture. Transhumanist hooks via skill_ceiling concept.
Replayability (Nigel): Tycoon-only bookmark for v0.2 limits cross-career testing. But generator-first approach means every seed produces a different world — replayability comes from world variation, not career variation, in v0.2.
Worldbuilding (Miri): Zone identity spec is urgent — the generator needs it before it can produce "the Settled Reach." Both-layer setting delivery means visual + insert work in parallel. Auto-generated apartments add a new authoring dimension (what does wealth look like in different cultures?).
Architecture (Tyre): Generator is the v0.2 proof-of-life, not a hand-built slice. This is more work upfront but proves the foundation. NPC generation pipeline + character creation (skills + bookmark) + one diegetic tool suite for tycoon.
Visual (Araminta): Full character customization + NPC legibility + auto-generated apartments. Three visual production challenges simultaneously. Readability at tile scale with custom characters is the hardest unsolved problem.
Copy (Mellanie): Culture-driven voice with job modifier. No named characters means template-based content. AI-assisted templating pipeline. Insert copy for setting delivery in parallel with visual. Limited NPC vocabulary acceptable at first.