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.
[...] you remember the thief, dear [...]
[...] happening while the blog went dark. After feeling like I’d hit a bit of a barrier with the Thief and the Nobleman, I decided to work on something less experimental – something that I can actually make and [...]