Files
settled-reach/docs/briefings/ozzie.md
T
jpmschweitzerandClaude Fable 5 1f199b9717 fix(briefings): correct eleven decision-id mis-citations from the f4c72e148 pass (T-1199)
The 2026-03-13 'update all 18 briefings' commit transcribed a family of
adjacent-id slips while summarizing the Where's the Fun? workshop batch,
copied forward by every later maintenance pass: D-126<->D-134 swapped,
D-136 written as D-131, D-137 as D-136, D-130 as D-131, D-120 as D-137.
Fixed in gore/mellanie/ozzie/stig/nigel briefings; every correction
verified against the record's actual body (D-130's emergent-moral-arc
and D-120's no-skill-ceiling were resolved beyond the clerk's audit by
body-matching — the nigel D-137 fix would otherwise have created
contradictory citations in one file). Governance records untouched
(they were always correct); sprint archives verified already-correct.
Remaining 13 briefings from the same commit: T-1205.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-26 12:50:56 +02:00

3.9 KiB

title, description, type, status, agent, updated
title description type status agent updated
Ozzie - Project Briefing Player experience designer — owns NPC legibility gut-checks, Phase Zero warmth spec, wow moment design, and tycoon Day 1 experience brief briefing active Ozzie 2026-03-13

Ozzie - Project Briefing

Last updated: 2026-03-13

Current Project State

Check active work: pql ticket list --status in_progress Check your tickets: pql ticket list --assigned ozzie

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  • 6-wow-moment budget tied to investigation content (D-039 is superseded by v0.2 scope)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-134: 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-136: First Settled Reach moment = apartment + insert activation
  • D-132: Consequence model dual-scale (sharp events + slow accumulation)
  • D-126: 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