Story game

The Day of Knowledge!
In this article, you will find an interactive story-building game with the mechanics of calculating situations in which you can take an active part.

Story game

One day, an ordinary game journalist put on a disc with an exclusive novelty from a little-known indie studio. Time was running out - the review had to be written by the evening. Sipping coffee and quickly skipping the screensaver, he prepared to play another miracle of the gaming industry. Suddenly, his cat jumped onto the keyboard and meowing loudly, rushed straight into the glowing screen. Beams of light splashed from the monitor, dragging the unlucky player somewhere inside the iridescent funnel formed in the air.
Having come to his senses, our hero finds himself in the middle of some amazing techno-magical world with a joystick in one hand, a cup of coffee in the other and a smartphone in his pants pocket. On the horizon rises a strange-looking structure. The cat is not visible nearby, but a futuristic bike sways lonely by the road ...


So, you are invited to play right here, in the comments, in an interactive story-building that develops the above story. Together we can develop this adventure further, filling the world around the hero with new events and objects. Below are the rules by which the game is played.

Concepts

Our unlucky hero found himself in the world of a strange computer game. In the design and gameplay of this product, unknown authors put the following 9 meanings:

1. Paradox

2. Fun

3. Light

4. Darkness

5. Mystery

6. Reward

7. Trap

8. Speed

9. Transformation

game objects

The starting entities of our story have their own numbers:

Igrozhur - 29

His cat is 66

Coffee mug - 13

Smartphone - 80

Joystick - 42

Mainframe - 64

Anti-gravity bike - 17

Course of the game

The story is written like this:

a) Choose two objects with numbers in the game world and write how they interact.

b) Here you and I will need a calculator (and I know for sure that you have one), but don't panic - everything is quite simple:

If you described a positive relationship between objects (when they approach or act together), then multiply one number with another. If you described a negative relationship between objects (they move away, act negatively on each other), then divide one number to another.

c) The result is a number that contains the answer to the question - what happened after the interaction. You're looking at the first non-zero digit of that number, and you're looking at the meaning given for that digit.

Example one:

β€œSurprised at what is happening, the hero takes a sip from a mug”

We write this event like this: 29 (igrozhur) times 13 (coffee mug). We get the number 377. The first digit is 3, according to the table of meanings it is β€œLight” - we come up with any interpretation of the situation that came to our mind by association with this word. Let's say there was a light effect and the hero restored his health bar.

In coming up with an interpretation, try to generate a new object of history. Then he can be assigned the number obtained after the interaction. In the future, it will be possible to describe the interaction with this new object. If the object could not be generated, then do not be discouraged - it happens.

In the above situation, let's replace the effect of restoring the lifebar with the fact that a glowing field appeared in the air above the hero, offering to enter the player's name.

Now we have a new game object: Hero name - 377

Let's consider another example:

β€œThe cat ran away from the owner somewhere”

The event will look like this: 66 (cat) divided by 29 (gamer). It turns out 2.275862 (in fact, the number is longer, but we will leave only the first 7 digits, for convenience). The first number in the sequence is 2, "Fun". Suppose, having appeared in this world, our cat jumped into a curved pipe through which water flowed. With a breeze, he swept along it, as if on an attraction, and flopped into a small lake somewhere below.

Thus, we have created a Lake object: 2.275862

If you find it completely difficult to interpret the situation in one word, then sequentially look at the following numbers-meanings of the result - maybe this will help you in interpreting the event. So in the example above, 2.275862 would mean "Fun-Fun-Trap-Mystery-...".

And one more rule - if in the first seven digits of the result you come across the sequence 33, then nothing arises and both interacting objects are destroyed. This effect will need to be described in the plot. If our main character dies in this way, then it's okay - consider that he returns to the game world from the save point.

Post anything to continue

So the schedule has been announced. Let's start the game. Where will the story of a gaming journalist and his cat take us? Your move, reader!

PS

You can read more about the appearance of the mechanic itself in one of the early overview publications: Computed plot or tabletop role-playing infection

Also, today, on September 1st, a meta-game began around the implementation of "quests" in reality, during which the generation of content for the illusory-surreal world takes place. Later, it is planned to use mechanics close to the one used in this article. You can read more about the general concept here: Context Fairy

Source: habr.com

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