>>6055572>Al-Kimia Story>Courage, Knowledge, Love, ReliabilityThese stats are good! The writing of this game setting is very intricate and evocative too! I am scared by JRPG-feel settings though noooo
What I was trying to delve into with all these psychological models or pseudomystical diagrams lol
>>6054824 is some "automated" way of generating vaguely believable emotional transitions, goal-oriented, role-inhabiting emotional navigation, for NPCs etc.
Imagine the equivalent of a "dungeon /wilderness generation random table" except the journey / exploration is across NPC emotions etc and more importantly is a believable / relatable sympathetic one. I wonder if once you can calibrate the "emotional arc" the narrative and worldbuilding mise-en-scene follows naturally afterwards according to the TS Eliot objective correlative manner,
https://en.m.wikipedia.org/wiki/Objective_correlativeie you can populate the NPC emotional scene with various items, backgrounds assets sympathetically (not just thunderstorm on cue during the SAD DRAMATIC MOMENT etc) I wonder if any game has explored this, the connection between the characteristics of the "background scenery items" and NPC emotional state etc. Like remember how the Left4Dead zombie game had that "AI director" cooldown-buildup-peak intensity game loop which was just spawning zombies and weapons and ammunition lol, controlling the pacing and intensity of the fights and pressure, imagine something like that feedback mechanism but attuned to the emotional needs / frustrations interaction environment of NPCs, hmmm I don't know if this actually works as a gameplay model, I played Left4Dead the gore was ok but it wasn't that fun lol