The Thief and the Nobleman

A person is created from their experiences.

The events that you experience in your childhood shape your interactions and interpretations.

If you go back through any person’s life, you could amass a set of experiences that you could use to describe that person. And in doing so, unpredictable actions and seemingly random decisions and viewpoints would become predictable and explained.

While these statements are imperfect, they are the basis upon which this experiment lies.

How hard would it really be to create a truly living, breathing society, that dynamically changes upon player input? What is the least lossy way of simplifying the reality of human nature? Which shortcuts can be taken while conserving the core endeavor?

First test: the meeting of a thief and a nobleman. The player will be able to choose which role they want to play, and a variety of outcomes should naturally emerge from the encounter.

2 thoughts on “The Thief and the Nobleman

  1. Pingback: Golem Without A Chem » Blog Archive » Fleeting Glimpses of Emergence

  2. Pingback: Golem Without A Chem » Blog Archive » Developments

Leave a Reply

Your email address will not be published. Required fields are marked *

*

You may use these HTML tags and attributes: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <strike> <strong>