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Gameplay concept

[Gameplay concept] Pathos

AHasvers's picture
Submitted by AHasvers on Wed, 01/28/2015 - 15:22

Pathos is the use of affect to persuade your audience to take a certain stance. It can work by appealing

  • to emotion ("Think of the children!")
  • to ego ("Any intelligent person knows that the result in 47." or in implication "Obviously, the result is 47. ")

As such, it may seem antithetical to Logos - it seems to be there to override reason and create arbitrary biases in people (even if you deem like me, perhaps after reading the previous posts, that logic is not a God-given web of intrinsically true relationships).

[Gameplay concept] Ethos

AHasvers's picture
Submitted by AHasvers on Wed, 01/28/2015 - 15:21

Ethos is originally meant to represent the trustworthiness of the orator - how willing the audience is to believe them on principle. It is the core of arguments from authority - which are considered a fallacy by modern cognitive psychology, but are an absolute necessity in real life: you cannot go on checking every single fact by yourself before accepting what someone else says. You will generally trust that this quantum chemist has an informed opinion on atomic orbitals. The fallacy is placing argument by authority above experience...

[Gameplay concept] Logos

AHasvers's picture
Submitted by AHasvers on Wed, 01/28/2015 - 15:21

Logos is the core of the gameplay: it is the web of topics and arguments on which the conversation is played.

Topics are nodes, connected by links called Arguments. Here, characters in the game differ primarily by: which topics and arguments they know at the start of the conversation, and what are their opinions on various topics.

[Gameplay concept] Where to look for a solution

AHasvers's picture
Submitted by AHasvers on Tue, 01/06/2015 - 03:51

Where to look for a solution

The first problem is simply one of building a system rather than designing a series of puzzles and clues. The second is a problem of gameplay-narrative divide. We want there to be an actual content to the conversation, and that requires it to be written down in advance, because AI just isn't good enough. The trick is to find rules that fit the content.

[Gameplay concept] First Problem

AHasvers's picture
Submitted by AHasvers on Tue, 01/06/2015 - 03:49

First problem: the guessing game

In some cases, dialogue trees can be really complex (indeed, more conditional graphs than trees) and exploring them becomes a real puzzle, see e.g. Galatea by Emily Short.

In other cases, as in Deus Ex: Human Revolution, you can see some trappings of a dialog-specific gameplay. But it is still largely a mix of skill checks and guess-the-right-answer with a magnificent paint job.

[Gameplay concept] Introduction

AHasvers's picture
Submitted by AHasvers on Sun, 01/04/2015 - 23:48

The topic of this series of devlogs is the very reason for Lilavati's existence: an idea for dialogue as the main course of our gameplay, rather than a mere digestive (or, at best, a delicious entremet). The basic concept - showing the dialogue tree instead of hiding it, and turning it into an actual strategy game - is simple enough and has been approached from various directions by various other games, yet none seem to have gone all the way. But hey, that means we have a niche, which we are glad to share if you feel inspired.

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