>>6121055>>6120940>TERNARY PLOT, TRILEMMAhehe I have actually seem something along the lines of that before in game design, amusingly in the context of a Pride And Prejudice romance narrative game choosing between three potential husbands as vertices of a triangle. It was this Emily Short designed storygame blog
https://emshort.blog/2019/11/23/narrative-states/I like this quantitative thinking anon, as you may know in economics the ternary type plot or impossible trinity trilemma style structure is often used eg the famous Mundell Fleming controlled fixed / controlled exchange rate, free capital movement, and monetary sovereignty (choose 2 of three, notice how all economic literature tends to bias towards the "free capital" and castigate other variants ie just open up all your capital markets for ravishment and plunder by the American investment funds tee hee hee) also in computing security I know of another "from 3 pick 2" formulation that informally claims a computer system can protect either anonymity/privacy, freedom or security (pick 2 of 3, eg you can be i. anonymous and secure, but restricted in actions; ii. or free to do whatever and secure, but not anonymous; iii. free/unrestricted and anonymous, but not secure etc)
Assuming order does not matter this 3C2 = 3! / (2! * 1!) arrangement is really only 3 choices though. And I think the ternary plot (ie that Em Short blog narrative state space thing) is still a variant of the "quantitative attribute Morrowind Skyrim Thieves guild stat maximisation" style faction / morality parameter approach though, just a bit more advanced. It provides a lot of ludological structure though, it is worth examining. I know a lot of videogames have facrion bars (Pillars Of Eternity Deadfire had this complicated pirate faction star diagram) but I have a feeling when you put numbers on these things a bit like the Bioware or rpg romance bar just spam purchase romance gifts lol it ruins some of the feel it turns into a single dimensional attribute maxxing gamification behaviour again instead of invoking the MORAL RELEVANCY etc
But I want to create a more historical / allegorical "political economy" style storygaming type ideological faction, to generate the MORAL PURPOSE based on random tables (ideally just some dice rolls to generate rich coherent history / moral ideological conflict etc) absent explicit parameters, I will just think on this a bit more, hehe