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<<type 25ms start 1100ms skipkey "Enter">>\
//Sierra looks at the warm, golden catalyst.//
<</type>>\
<<type 25ms start 1100ms skipkey "Enter">>\
''SIERRA''
I've never seen a catalyst like this.<</type>><<type 25ms start 1100ms skipkey "Enter">>Elo would order me to get this to Avalynn ASAP, but...<</type>><<type 25ms start 1100ms skipkey "Enter">>\
It was just yesterday. I don't think she'll even bother looking at it. Or me.
<</type>>\
<<type 25ms start 1100ms skipkey "Enter">>\
//The brilliant sheen of the catalyst reflects off Sierra's eyes.//
<</type>>\
<<type 25ms start 1100ms skipkey "Enter">>\
''SIERRA''
But my room could use something pretty.
<</type>>\
<<type 25ms start 1100ms skipkey "Enter">>\
//Sierra tucks the catalyst away.//
<</type>>\
<<type 25ms start 1100ms skipkey "Enter">>\
''SIERRA''
Aybril's not too bad with catalysts. I wonder what he's up to.
<</type>>\
<<type 25ms start 1100ms skipkey "Enter">>\
//The catalyst's glows warmly in Sierra's hands.//
<</type>>\
<<type 25ms start 1100ms skipkey "Enter">>\
//What will you do?//
<</type>>\
<<type 25ms start 1100ms skipkey "Enter">>\
[[Ask Aybril.|Ask Aybril][$controlSierra = true, $controlAvalynn = false]]
[[Ask Elo.|Ask Elo]]
[[Head over to the Centre of Orchard.|HUB AREA][$controlSierra = true, $controlAvalynn = false, $locationSierra = 2]]
[[Sierra shows the Catalyst to Avalynn.|Show the Catalyst to ''AVALYNN'']]
[[Keep the Catalyst in your room.|Keep the Catalyst]]
[[Swap to Avalynn.|$calculateAvalynn][$controlSierra = false, $controlAvalynn = true, $locationSierra = 1]]
<</type>>\<<type 35ms keep skipkey "Enter">>\
\<<set $seenAvalynn to true>>\
\<<set $atwilderness to false>>\
<<if ($seenDovidas is false) and ($seenAybril is false) and ($seenElo is false)>>
Sierra remembers that Avalynn's in the Garrison Laboratory.<<if $atwilderness is true>>/ Sierra leaves the Wilderness and enters Dome 16.<</if>><<if $locationAvalynn is 1>> You ride the central elevator up to Garrison HQ, and see Avalynn working on catalyst alchemy.<</if>>
<<elseif $seenElo is true>>
Elo did suggest to keep the catalyst in the room, and that Sierra should let things cool off between her and Avalynn.<<if $locationAvalynn is 1>>Sierra remembers that Avalynn's in the Garrison Laboratory. You ride the central elevator up to Garrison HQ, and see Avalynn working on catalyst alchemy.<</if>>
<<elseif ($seenDovidas is true)>>
<<if $locationAvalynn is 1>>Sierra remembers that Avalynn's in the Garrison Laboratory.<</if>><<if $atwilderness is true>> You leave the Wilderness and enter Dome 16.<</if>><<if $locationAvalynn is 1>> Sierra rides the central elevator up to Garrison HQ. Avalynn is working on catalyst alchemy.<</if>><</if>>
//Sierra walks up to Avalynn.//
''AVALYNN''
What?
''SIERRA''
Have you seen this before?
//Sierra presents Avalynn the golden catalyst.//
\<<if ($seenDovidas is true) and ($seenAybril is false) and ($seenElo is false)>>\
''AVALYNN''
Yeah, I've never //seen// anyone like that. Never before in my life——I mean, I don't get it.
''SIERRA''
Look, this is important.
''AVALYNN''
Am I wrong to believe that being //good// teammates involve a certain degree of trust?
''SIERRA''
I won't do it again.
''AVALYNN''
Oh? You won't.
//Avalynn takes the catalyst.//
''AVALYNN''
I'll be taking my time on this one.
''SIERRA''
...my bad.
[[Sierra leaves the Garrison Laboratory.|SUBPAR OUTCOME]]
\<<elseif ($seenDovidas is false) and ($seenAybril is true) and ($seenElo is true)>>\
''AVALYNN''
Yeah, I've never //seen// anyone like that. Never before in my life——I mean, I don't get it.
''SIERRA''
Look, this is important.
''AVALYNN''
Am I wrong to believe that being //good// teammates involve a certain degree of trust?
''SIERRA''
I won't do it again.
''AVALYNN''
Oh? You won't.
//Avalynn takes the catalyst//
''AVALYNN''
I'll be taking my time on this one.
[[Sierra leaves the Garrison Laboratory.|SUBPAR OUTCOME]]
\<<elseif ($seenDovidas is false) and ($seenAybril is true) and ($seenElo is false)>>\
''AVALYNN''
Yeah, I've never //seen// anyone like that. Never before in my life——I mean, I don't get it.
''SIERRA''
Look, this is important.
''AVALYNN''
Am I wrong to believe that being //good// teammates involve a certain degree of trust?
''SIERRA''
I won't do it again.
''AVALYNN''
Oh? You won't.
//Avalynn takes the catalyst//
''AVALYNN''
I'll be taking my time on this one.
[[Sierra leaves the Garrison Laboratory.|SUBPAR OUTCOME]]
\<<elseif ($seenDovidas is true) and ($seenAybril is true) and ($seenElo is false)>>\
''AVALYNN''
Yeah, I've never //seen// anyone like that. Never before in my life——I mean, I don't get it.
''SIERRA''
Look, this is important.
''AVALYNN''
Am I wrong to believe that being //good// teammates involve a certain degree of trust?
''SIERRA''
I won't do it again.
''AVALYNN''
Oh? You won't.
//Avalynn takes the catalyst//
''AVALYNN''
I'll be taking my time on this one.
[[Sierra leaves the Garrison Laboratory.|SUBPAR OUTCOME]]
\<<elseif ($seenAybril is false) and ($seenElo is false) and ($seenDovidas is false)>>\
''AVALYNN''
Yeah, I've never //seen// anyone like that. Never before in my life——I mean, I don't get it.
''SIERRA''
Look, this is important.
''AVALYNN''
Am I wrong to believe that being //good// teammates involve a certain degree of trust?
''SIERRA''
Are you taking a look at it or not?
''AVALYNN''
What's your problem? //Really//?
''SIERRA''
Mission comes first.
//Avalynn takes the catalyst.//
''AVALYNN''
I'll be taking my time on this one too.
''SIERRA''
Stop being difficult.
''AVALYNN''
Yeah, fuck off.
[[Sierra leaves the Garrison Laboratory.|WORST OUTCOME]]
<<elseif ($seenAybril is true) and ($seenElo is false) and ($seenDovidas is true)>>
''AVALYNN''
Yeah, I've never //seen// anyone like that. Never before in my life——I mean, I don't get it.
''SIERRA''
Look, this is important. Sorry about the other day.
''AVALYNN''
Am I wrong to believe that being //good// teammates involve a certain degree of trust?
''SIERRA''
I won't do it again.
''AVALYNN''
Oh? You won't.
//Avalynn takes the catalyst away from Sierra.//
''SIERRA''
...my bad.
[[Sierra leaves the Garrison Laboratory|SUBPAR OUTCOME]]
\<<elseif ($seenAybril is false) and ($seenElo is true) and ($seenDovidas is true)>>\
''AVALYNN''
Yeah, I've never //seen// anyone like that. Never before in my life—I mean, I don't get it.
''SIERRA''
Look, this is important.
''AVALYNN''
Am I wrong to believe that being //good// teammates involve a certain degree of trust?
''SIERRA''
No. You're not. And I won't do it again.
''AVALYNN''
Oh? You won't.
//Avalynn takes the catalyst away from Sierra//
''SIERRA''
...my bad.
[[Sierra leaves the Garrison Laboratory|WORST OUTCOME]]
\<<elseif (($seenAybril is true) and ($seenElo is true) and ($seenDovidas is true))>>\
''AVALYNN''
Yeah, I've never //seen// anyone like that. Never before in my life——I mean, I don't get it.
''SIERRA''
I'm sorry I told Seybree about what you did.
''AVALYNN''
Am I wrong to believe that being //good// teammates involve a certain degree of trust?
''SIERRA''
I won't do it again.
''AVALYNN''
Oh? You won't. Cause you won't be hearing anymore shit from me.
//Avalynn walks towards Sierra.//
''SIERRA''
I'm not good with people.
//Avalynn snatches the catalyst from Sierra.//
''SIERRA''
It's a weakness.
//Avalynn surveys the catalyst.//
''SIERRA''
I...I really need to learn——
''AVALYNN''
Come back tomorrow, you wet sod.
<<set $comebacktomorrow to true>>
[[Sierra leaves the Garrison Laboratory.|BEST OUTCOME]]
<<elseif ($seenElo is true)>>
''AVALYNN''
Yeah, I've never //seen// anyone like that. Never before in my life——I mean, I don't get it.
''SIERRA''
Look, this is important.
''AVALYNN''
Am I wrong to believe that being //good// teammates involve a certain degree of trust?
''SIERRA''
Are you taking a look at it or not?
''AVALYNN''
What's your problem? //Really//?
''SIERRA''
Mission comes first.
//Avalynn takes the catalyst.//
''AVALYNN''
I'll be taking my time on this one too.
''SIERRA''
Stop being difficult.
''AVALYNN''
Yeah, fuck off.
[[Sierra leaves the Garrison Laboratory.|WORST OUTCOME]]
<<else>>
ERROR! Monkeys have attacked your computer and turned your cables al dente. I'll just skip you to to the best end. [[Sierra leaves the Garrison Laboratory.|BEST OUTCOME]]
//If you see this message, this is a bug... or I didnt program properlly la. Paiseh paiseh. Please write it to bug notes.... and tell me in person maybe.... yikes.//
<</if>>
<</type>>\<<type 35ms keep skipkey "Enter">>\
//It's almost curfew. Sierra hurries onto the central elevator and taps her keycard. The elevator shuttle whirrs open. Another minute and that would've been yet another extra duty from Seybree. Everyone's aching for an opportunity to get the Garrison into trouble these days.//
\<<if ($seenAybril is true) and ($seenElo is true) and ($seenDovidas is true)>>\
//Back at her room, Sierra places the golden catalyst on the living room table, casting a dim gold sheen on the tabletop.//
//Sierra dips her fingers into a small vial of spark powder. She rubs her index finger to her thumb. The powder hums as it swirls around her fingers. A small fire—Sierra snaps: a strong beam of light glows from her fingertips.//
//Sierra starts shining the light on the golden catalyst, wiggling her fingers. The catalyst refracts the light, bathing her room in a kaleidoscope of gold and faint purple.//
//She walks to her window at the far side of the room, watching the Black Tempest slowly creep in. The sunset grows fainter, its light dances, warps, before finally curling into itself.//
//Sierra places the golden catalyst inside a cupboard.//
''SIERRA''
Maybe someone's wiggling darkness at the sun.
[[Sierra keeps the Catalyst in her room. Three months later...|KEY NARRATIVE EVENTT]]
\<<else>>\
//Sierra returns to her room. Walking to her window at the far side of the room, Sierra places the golden catalyst on the windowsill. The Black Tempest begins its descent. The sunset grows fainter, its light dances, warps and fragments through the golden catalyst.//
''SIERRA''
Pretty.
\<<if $seenElo is true>>\
''SIERRA''
Wait hold on... nearly forgot.
Sierra takes the golden catalyst away from the windowsill and places it in a cupboard.
[[Sierra keeps the Catalyst in her room. |KEY NARRATIVE EVENTT]]
<<else>>
[[Sierra keeps the Catalyst in her room. |Too Much Time Has Passed]]
\<</if>>\
\<</if>>\
<</type>>\<<type 35ms keep skipkey "Enter">>\
<<if $controlSierra is true>>
//Aybril's practicing his catalyst recall ability at the Orchard Sandbox.//
''SIERRA''
Hey Abby. You're getting better at it already.
''AYBRIL''
Thanks! I need a little bit more practice, I think.
''SIERRA''
It's a start. How heavy can you pull?
''AYBRIL''
Fifty over five metres. Heard one thousand/hundred is the record.
''SIERRA''
I made that one.
''AYBRIL''
Yeah. By the way, why'd you pull that crap with Avalynn?
//Sierra doesn't respond. She shows Aybril the catalyst.//
''SIERRA''
Think it'll make a fancy mini-lighthouse?
''AYBRIL''
Are you listening to me?
//Aybril takes the catalyst from Sierra.//
''AYBRIL''
Haven't seen something like this before. Can't help you too much here.
''SIERRA''
I'll put it in my room.
''AYBRIL''
Elo wouldn't let you. He's gotten plenty of strikes already.
<<if $seenElo is true>>
//Sierra remembers that Elo did give her permission to leave the catalyst in her room.//
''SIERRA''
...yeah. I don't think he would.
<<elseif $seenElo is false>>
''SIERRA''
Won't stop me.
<</if>>
''AYBRIL''
Just show it to Lynn. She's gonna flip off again if she finds out you kept it.
''SIERRA''
She looking at it? As if.
''AYBRIL''
Yeah and whose fault is that?
//Sierra doesn't respond.//
''AYBRIL''
Aren't we supposed to be a team? If something as basic as this gets you worked up, I'm worried about how the four of us are going to deal with Dome Four. Can't you just //show// it to Avalynn.
''SIERRA''
Why are you telling me what to do?
''AYBRIL''
I'm not! Holy shit Fee, come on.
''SIERRA''
...I'm sorry.
''AYBRIL''
The both of you need to chill. This is killing me.
//Sierra leaves Aybril to his training.//
''AYBRIL''
The urgency of our mission is real. R.E.A.L //REAAAALLLLLY// REAL. Don't //forget// that.
<<if $seenElo is false>>
[[Ask Elo|Ask Elo][$seenAybril = true]]
<</if>>\
<</if>>\
[[Show the Catalyst to Avalynn|Show the Catalyst to ''AVALYNN''][$seenAybril = true]]
[[Keep the Catalyst|Keep the Catalyst][$seenAybril = true]]
[[Head over to the Centre of Orchard|HUB AREA][$seenAybril = true, $locationSierra = 2]]
[[Swap to Avalynn.|$calculateAvalynn][$controlSierra = false, $controlAvalynn = true, $locationSierra = 2, $seenAybril = true]]
<</type>>\<<type 35ms keep skipkey "Enter">>\
\<<set $atwilderness to false>>\
Elo's spending his free time looking at the new batch of boots that just came into stock.
''SIERRA''
Elo.
''ELO''
Need new boots too?
''SIERRA''
No, they're fine.
''ELO''
Okay. If that's the case, then what's on your mind today?
''SIERRA''
I found a rare catalyst and I don't want to show it to Avalynn.
''ELO''
I find it stranger you are coming to me for my opinion.
''SIERRA''
Can you pass it to her for me instead?
''ELO''
Maybe I should tell you what I think about all this?
//Elo surveys a prospective boot. Sierra stays silent.//
''ELO''
Avalynn is quite a //meanie// isn't she?
//Sierra doesn't respond.//
''ELO''
Let me have a look.
//Sierra shows Elo the catalyst.//
''ELO''
Certainly interesting. Very pretty too.
''SIERRA''
Yeah.
''ELO''
How about you keep it in your room for awhile.
//Sierra seems perplexed at Elo's response.//
''ELO''
You did not hear me say that.
//Elo returns the catalyst.//
''ELO''
Please store it in a cool, dry place.
''SIERRA''
So, nowhere near Avalynn.
''ELO''
She's hot-headed for sure. For the second adjective, no comment.
//Sierra gives a sly smirk.//
''SIERRA''
Thanks Elo.
''ELO''
We've had a few catalysts like this. Now, it doesn't guarantee it's anything special, but I am serious about the cool, dry place part. Need to be chilled. Don't keep it there for too long. Have you asked Aybril?
\<<if $seenAybril is false>>\
''SIERRA''
Plan to.
''ELO''
Alright.
//Sierra leaves the shop.//
<<elseif $seenAybril is true>>
''SIERRA''
Yeah. Wasn't very helpful.
''ELO''
Alright.
//Sierra leaves the shop.//
''ELO'' (off-cinematic)
I'm not a //meanie// either.
<</if>>
[[Show the Catalyst to Avalynn|Show the Catalyst to ''AVALYNN''][$seenElo = true]]
[[Keep the Catalyst in your room.|Keep the Catalyst][$seenElo = true]]
\<<if $seenAybril is false>>\
[[Ask Aybril|Ask Aybril][$seenElo = true]]
\<</if>>\
[[Head over to the Centre of Orchard.|HUB AREA][$locationSierra = 2, $controlSierra = true, $controlAvalynn = false, $seenElo = true]]
<</type>>\<<type 35ms keep skipkey "Enter">>\
//Curfew is up. Sierra heads to her lodging from the laboratory.//
''SIERRA''
Judging from her response, that catalyst'll be done in a reasonable amount of time.
//Sierra lies face flat on her bed.//
''SIERRA''
I'll ask again next year.
//Sierra turns on her back. The setting sun's rays curl and fold through the ceiling; orange slowly turning into gray. Someone knocks on her door.//
''AVALYNN''
It's me.
//Sierra opens the door.//
''AVALYNN''
Catalyst is special. I chipped something out of it. You can keep it.
//Avalynn passes the catalyst to Sierra.//
''SIERRA''
Thanks.
''AVALYNN''
I need more time on it. Hold on to it till I ask for it.
//Avalynn makes no eye-contact, her eyes fixed on the catalyst. After some silence, she leaves. Sierra places the catalyst, now slightly dented, on the windowsill next to her bed. She admires its beauty.//
''RECEIVED:''
Sierra & Avalynn: Character Affinity -10%
Received: 1x Grade-B Catalyst
<</type>>\
<<type 35ms keep skipkey "Enter">>\
//A few weeks have passed. The deadline for the expedition has arrived. The Recon are standing by at the exit of Dome 16.//
''ELO''
Another day in the office. Everyone ready?
//The team remains silent.//
''ELO''
Good to hear. Let's go.
//As the Recon prepares to walk out, a loud explosion is heard from the Garrison lodgings.//
''ELO''
What the hell was that?
''AVALYNN''
Was that... me?
''AYBRIL''
Should we check on that?
//The team looks up and see a small fire from a window.//
''SIERRA''
Shit!
//The team turns to Sierra.//
''SIERRA''
It's... it's fine.
''SEYBREE''
//(sighs)// I'll take care of it.
''ELO''
Huh. Okay. Focus up. Another Dome to relight.
//The Recon exits Dome 16 and begin their expedition. Seybree gives Sierra the side-eye.//
<</type>>\
<<type 35ms keep skipkey "Enter">>\
This is one of the possible endings, though less than ideal. There is a better outcome.
So how about it $name? Wanna give it another go?
<<link "Restart the quest here!">><<run Engine.restart()>><</link>>
If you'd like to read a bit more about my reflections working on this, please click [[here.|DEBUG TALK]]
<</type>>\<<type 35ms keep skipkey "Enter">>\
<<if ($comebacktomorrow is true) and ($controlAvalynn is true)>>
//Avalynn walks up to Sierra//
''AVALYNN''
Here's your catalyst. Turned out decent.
''SIERRA''
Thanks, hey about the——
''AVALYNN''
Ciao.
//Sierra manages to receive a really powerful catalyst, but her relationship with Avalynn has been kept idle.//
''RESULT:''
Sierra & Avalynn Character Affinity: +0%
Received: 1x Grade S Catalyst
<<link "Restart the quest here!">><<run Engine.restart()>><</link>>
<<elseif ($comebacktomorrow is true)>>
//It's the next day. Sierra walks up to Avalynn.//
''SIERRA''
Hey. Sorry, I wanted to ask about——
''AVALYNN''
Here's your catalyst. Turned out decent.
''SIERRA''
Thanks, hey about the——
''AVALYNN''
Ciao.
''RESULT:''
Sierra & Avalynn Character Affinity: +0%
Received: 1x Grade S Catalyst
//Sierra manages to receive a really powerful catalyst, but her relationship with Avalynn has been kept idle.//
<<link "Restart the quest here!">><<run Engine.restart()>><</link>>
<<elseif ($keynarrativeevent is true)>>
//Sierra walks up to Avalynn the next day.//
''AVALYNN''
Here's your catalyst. Turned out decent.
''SIERRA''
Thanks.
''AVALYNN''
I tried something different on this one too. You don't get golden catalysts too often.
//Within the Grade S Catalyst is a miniature, golden lighthouse.//
''SIERRA''
Please tell me you made one for yourself.
''AVALYNN''
Gross.
''RESULT:''
Sierra & Avalynn Character Affinity: +10%
Received: 1x Grade S Catalyst
Received: 1x Miniature Lighthouse (Room Decoration)
//Here's the greatest outcome: An improved relationship, a rare catalyst, and a special room decoration. If you've received this ending, congratulations!
If you ''kept the catalyst in your room'', ''AND'' had Elo tell you not to keep it near sunlight, then you will receive this ending.
If you'd like to read a bit more about my reflections working on this, please click [[here.|DEBUG TALK]]
And if you'd like to explore the rest of the paths in this game, you can restart the quest by clicking the link below.
Thanks for playing $name!
<<link "Restart the quest here!">><<run Engine.restart()>><</link>>
<<else>>
ERROR! Monkeys have attacked your computer and turned your cables al dente. <<link "Restart the quest here!">><<run Engine.restart()>><</link>>
RESTART GAME NOW MONKEYS ARE COMING AFTER YOU.
<</if>>
<</type>>\
<<type 35ms keep skipkey "Enter">>\
//Curfew isn't up, but Sierra doesn't feel like going anywhere. She heads back to her room from the Garrison Laboratory. She lands face first into her bed. Her boots are still on.//
''SIERRA''
I don't want to do this anymore.
//Sierra turns on her back. The setting sun's rays curl and fold through the ceiling; orange slowly turning into gray.//
''SIERRA''
I hope it explodes.
//Sierra pulls the sheets over herself.//
''SIERRA''
Poof.
<</type>>\
<<type 35ms keep skipkey "Enter">>\
//A few weeks have passed. The deadline for the expedition has arrived. The Recon are standing by at the exit of Dome 16.//
''ELO''
Another day in the office. Everyone ready?
//The team remains silent.//
''ELO''
Good to hear. Let's go.
//As the Recon prepares to walk out, a loud explosion is heard from the Garrison lodgings.//
''ELO''
What the hell was that?
''AVALYNN''
Was that... me?
''AYBRIL''
Should we check on that?
//The team looks up and see a small fire from a window.//
''SIERRA''
Shit!
//The team turns to Sierra.//
''SIERRA''
It's... it's fine.
''SEYBREE''
I'll take care of it.
''ELO''
Huh. Okay. Focus up. Another Dome to relight.
//The Recon exits Dome 16 and begin their expedition. Seybree gives Sierra the side-eye.//
--
END.
<</type>>\
<<type 35ms keep skipkey "Enter">>\
''RESULT:''
Sierra & Avalynn: Character Affinity -25%
Received: 1x Grade-B Catalyst. Burnt Room.
<</type>>\
<<type 35ms keep skipkey "Enter">>\
This is one of the possible endings, though there is a better outcome.
So how about it $name? Wanna give it another go?
<<link "Restart the quest here!">><<run Engine.restart()>><</link>>
If you'd like to read a bit more about my reflections working on this, please click [[here.|DEBUG TALK]]
<</type>>\<<type 35ms keep skipkey "Enter">>\
\<<set $toomuchtimehaspassed to true>>\
//The Main Story has progressed further; the Recon has completed the decontamination of the Third Dome. Upon return to her room, Sierra realises she's missing a windowsill.//
''SIERRA''
Shit!
//Broken glass is everywhere, and her bedsheets are singed. Shards of gold litter the floor, and glittered her walls. A burn mark exists where she last left the golden catalyst.//
''SIERRA''
[[Elo's going to kill me...|SUBPAR OUTCOME]]
<</type>>\
Hi! Let's get to know each other better.
''What's your name?''
<<textbox "$name" "">>
My name's Ashraf.
When you're ready, click [[here|Splash 1]].
<<set $atwilderness to true>>\
<<set $seenElo to false>>\
<<set $seenAybril to false>>\
<<set $seenAvalynn to false>>\
<<set $seenDovidas to false>>\
<<set $toomuchtimehaspassed to false>>\
<<set $controlSierra to true>>\
<<set $controlAvalynn to false>>\
<<set $seenAvalynnstart to false>>\
<<set $locationAvalynn to 1>>\
<<set $SierraAndAvalynnHubMeet to false>>\
<<set $AvalynnMeetsDovidas to false>>\
<<set $AvalynnMeetsAybril to false>>\
<<set $AvalynnMeetsElo to false>>\
<<set $Avalynncompletedspheres to false>>\
<<type 25ms start 1100ms skipkey "Enter">>\
How would narrative choices work in a game with ''multiple, switchable protagonists''?
<</type>>\
<<type 25ms start 1100ms skipkey "Enter">>\
That's the objective.
<</type>>\
<<type 25ms start 1100ms skipkey "Enter">>\
Welcome to Manifest!
<</type>>\
<<type 25ms start 1100ms skipkey "Enter">>\
Living in a massive, isolated dome, an experimental team of misfits are tasked with reclaiming lost territory, reviving civilization, and reigniting forgotten connections. You'll be playing as the members of that team, the Recon.
<</type>>\
<<type 25ms start 1100ms skipkey "Enter">>\
The Recon are in the midst of preparation for their next expedition. They've relit two neighbouring lighthouses, and the relocation of Dome 16's populace is going smoothly. But due to the near-fatal incident that occured in the previous expedition, the members of the Recon are tense, unsure if they can truly trust each other.
<</type>>\
<<type 25ms start 1100ms skipkey "Enter">>\
Sierra is alone in the outskirts of Dome 16, eliminating the remnant Husks that roam the area. One of the husks drop a gold catalyst, something she's never seen before. Avalynn, the resident catalyst expert and a member of the Recon, would normally be the person to inspect this. But Sierra's afraid of approaching her.
<</type>>\
<<type 25ms start 1100ms skipkey "Enter">>\
What will she do?
<</type>>\
<<type 25ms start 1100ms skipkey "Enter">>\
For the sake of this demonstration, you can only swap to either ''SIERRA'', or ''AVALYNN''.
Press ''Enter'' on your keyboard to speed up the typewriter.
<</type>>\
<<type 25ms start 1100ms skipkey "Enter">>\
Into the [[story,|Manifest: Sample Sidequest]] mysterious person.
<</type>>\<<type 35ms keep skipkey "Enter">>
<<if ($locationSierra is 2) and ($locationAvalynn is 2) and ($SierraAndAvalynnHubMeet is false)>>\
<<goto "Sierra and Avalynn meet at the Centre">>\
<</if>>\
\<<if $controlSierra is true>>\
\<<if ($atwilderness is true)>>\
You've returned to Dome 16 safely with some time to spare before the curfew.
\<</if>>\
\<<if $seenDovidas is false>>\
Sierra's favourite stall is still serving dishes—she's not too hungry, but a full stomach before sleep really helps you dream. Or so Sierra's mother said to her almost a decade ago. Sierra wonders how'd she look like, after all these years.
''DOVIDAS''
Hey, it's my happiest customer to feed—the legendary Syarafee!
''SIERRA''
Hey Dovi. Whatever you've got left.
''DOVIDAS''
Out late?
''SIERRA''
Yeah.
''DOVIDAS''
Alone?
//Dovidas serves a bowl of noodles. Flooded in broth, and not much noodles. Sierra taps her Garrison bangle on Dovidas' to wire her payment.//
''SIERRA''
Got myself into trouble.
''DOVIDAS''
Have you ever considered other hobbies besides insubordination?
//Sierra rests her head on her palm in silence.//
''DOVIDAS''
Who'd you take the piss on this time.
''SIERRA''
It's a bit different. I kinda let slip a friendly secret on accident. It's harmless, actually—it's just... the two of us, it was the first time we've ever properly talked to each other in the 6 months we've been working together.
''DOVIDAS''
I see. And how does that make you feel?
''SIERRA''
Like crap.
''DOVIDAS''
Really? Wow.
''SIERRA''
Probably won't be talking to her anytime soon. Or anyone else on the Recon for that matter.
''DOVIDAS''
You're all on the same team and you don't talk to each other?
''SIERRA''
I found something really cool that normally, I would've shown her by now.
//Sierra shows Dovidas the golden catalyst.//
''DOVIDAS''
That looks cool. Maybe you could show it to the dudes.
\<<if ($seenAybril is false) and ($seenElo is false)>>\
''SIERRA''
Haven't told them about it... Elo would force me to show it to her myself. //Protocol// he'd say. Abby on the otherhand would probably be the bro, but knowing Avalynn, when she checks the catalyst for my prints, there's a 110% chance Aybril's leaving her lab missing one of his limbs.
//Dovidas blinks nervously.//
\<<elseif ($seenAybril is true) and ($seenElo is false)>>\
''SIERRA''
I spoke to Abby. The catalyst //is// rare; Avalynn //needs// to see it. But he thinks this whole thing is getting a bit out of hand.
//Sierra mimicks Aybril's voice.//
''SIERRA''
"We can't function as a team if we don't even dare to face each other!" Something like that.
''DOVIDAS''
But you're the one who doesn't want to see her.
''SIERRA''
Right... well. I haven't talked to Elo yet, but I already know he'd make me show it to Avalynn myself. Protocol.
\<<elseif ($seenAybril is false) and ($seenElo is true)>>\
''SIERRA''
I haven't told Aybril about the catalyst yet, but he'd probably pass it to her for me, though I'm not sure if that's a good idea. Knowing Avalynn, she's going to check the catalyst for my prints, then there's a 110% chance Abby's leaving there missing one of his limbs.
//Dovidas blinks nervously.//
''SIERRA''
Elo on the otherhand told me to wait it out, and keep the catalyst as a decoration in my room.
''DOVIDAS''
I can't help but think of that as sarcastic.
''SIERRA''
I would too—and that's what surprised me. But what he meant was to keep it cool, like literally cold, for now. We've had many strange catalysts that didn't end up being anything fancy. He told me to keep an eye on this one—catalysts like to explode.
''DOVIDAS''
What a courteous superior.
''SIERRA''
I mean, when it comes to exploding shiny things, I really should know best, shouldn't I?
''DOVIDAS''
Huh? You're shiny?
\<<elseif ($seenAybril is true) and ($seenElo is true)>>\
''SIERRA''
I spoke to Abby. The catalyst //is// rare. Avalynn //needs// to see it. But he thinks this whole thing is getting a bit out of hand.
//Sierra mimicks Aybril's voice.//
''SIERRA''
"We can't function as a team if we don't even dare to face each other!" Something like that.
''DOVIDAS''
But you're the one who doesn't want to see her.
''SIERRA''
Right... well, Elo on the otherhand told me to wait it out, and keep the catalyst as furniture in my room.
''DOVIDAS''
I can't help but think of that as sarcastic.
''SIERRA''
I would too—and that's what surprised me, but what he meant was to keep it cool, like literally cold, for now. We've had many strange catalysts that didn't end up being anything fancy. But he told me to keep an eye on this one. Catalysts like to explode.
''DOVIDAS''
What a courteous superior.
''SIERRA''
Well, when it comes to shiny things exploding, I guess I should know best, shouldn't I?
''DOVIDAS''
Huh? You're shiny?
\<</if>>\
''SIERRA''
Dovi, what should I do?
//Dovidas gets ready to close the stall. It's 15 minutes before curfew.//
''DOVIDAS''
Suck it up and apologise.
//Sierra slurps the last of the broth.//
''SIERRA''
...I'll think about it. Thank you.
[[Show the Catalyst to Avalynn|Show the Catalyst to ''AVALYNN''][$seenDovidas = true]]
[[Keep the Catalyst|Keep the Catalyst][$seenDovidas = true]]
\<<if ($seenAybril is false)>>\
[[Ask Aybril|Ask Aybril][$seenDovidas = true]]
\<</if>>\
\<<if ($seenElo is false)>>\
[[Ask Elo|Ask Elo][$seenDovidas = true]]
\<</if>>\
[[Swap to Avalynn|$calculateAvalynn][$controlSierra = false, $controlAvalynn = true, $locationSierra = 2, $seenDovidas = true]]
\<</if>>\
\<</if>>\
\<<if ($seenDovidas is true) and ($controlSierra is true)>>\
\<<set $godofrng to random(10)>>\
\<<set $sierrapoem to random(3)>>\
//Sierra is at the centre of the Orchard.//
\<<if $sierrapoem is 0>>\
''SIERRA''
The sky really does look like it's moving sideways...<</if>>\
\<<if $sierrapoem is 1>>\
''SIERRA''
I miss walking around post-curfew.<</if>>\
\<<if $sierrapoem is 2>>\
''SIERRA''
Can't stay here for too long. I don't want another extra duty.<</if>>\
\<<if $sierrapoem is 3>>\
''SIERRA''
...should I talk to Avalynn?
<</if>>\
[[Show the Catalyst to Avalynn|Show the Catalyst to ''AVALYNN''][$seenDovidas = true]]
[[Keep the Catalyst|Keep the Catalyst][$seenDovidas = true]]
\<<if ($seenAybril is false)>>\
[[Ask Aybril|Ask Aybril][$seenDovidas = true]]
\<</if>>\
\<<if ($seenElo is false)>>\
[[Ask Elo|Ask Elo][$seenDovidas = true]]
\<</if>>\
[[Swap to Avalynn|$calculateAvalynn][$controlSierra = false, $controlAvalynn = true, $locationSierra = 2, $seenDovidas = true]]
\<</if>>\
\<<if ($controlAvalynn is true)>>\
\<<if ($locationAvalynn neq 2)>>\
Avalynn rides the central elevator down from Garrison HQ into the quiet city centre of the Orchard.
\<</if>>\
\<<if $AvalynnMeetsAybril is false>>\
''AVALYNN''
The training sandbox isn't too far from here.
<</if>>\
<<if $locationSierra is 2>>\
//About 200 metres in front of Avalynn is the fried noodle shop Sierra frequents.//
''AVALYNN''
Hmmph.
//Avalynn looks up at the sky; the Tempest is starting to descend.//
''AVALYNN''
Not much time left till curfew starts.
<<if $AvalynnMeetsAybril is false>>\
[[See Aybril|AvalynnMeetsAybril][$controlAvalynn = true, $controlSierra = false]]<</if>>\
<<if $AvalynnMeetsElo is false>>\
[[See Elo|AvalynnMeetsElo][$controlAvalynn = true, $controlSierra = false]]
<</if>>\
<<if ($AvalynnMeetsElo is true) and ($AvalynnMeetsAybril is true)>>\
''AVALYNN''
[[I'm going back to the lab.|AvalynnStart][$locationAvalynn = 1]]
<</if>>\
[[Swap to Sierra|$calculateSierra][$controlAvalynn = false, $controlSierra = true, $locationAvalynn = 2]]
<<elseif $locationSierra neq 2>>\
Avalynn looks up at the sky; the Tempest is starting to descend.
''AVALYNN''
Not much time left till curfew starts.
<<if $AvalynnMeetsAybril is false>>\
[[See Aybril|AvalynnMeetsAybril][$controlAvalynn = true, $controlSierra = false]]
<</if>>\
<<if $AvalynnMeetsElo is false>>\
[[See Elo|AvalynnMeetsElo][$controlAvalynn = true, $controlSierra = false]]
<</if>>\
[[Swap to Sierra|$calculateSierra][$controlAvalynn = false, $controlSierra = true, $locationAvalynn = 2]]
<<if ($AvalynnMeetsElo is true) and ($AvalynnMeetsAybril is true)>>\
[[I'm going back to the lab.|AvalynnStart][$locationAvalynn = 1]]
<</if>>\
<<elseif ($controlAvalynn is true) and ($locationAvalynn is 2)>>\
''AVALYNN''
Not much time left till curfew starts.
<<if $AvalynnMeetsAybril is false>>\
[[See Aybril|AvalynnMeetsAybril][$controlAvalynn = true, $controlSierra = false]]
<</if>>\
<<if $AvalynnMeetsElo is false>>\
[[See Elo|AvalynnMeetsElo][$controlAvalynn = true, $controlSierra = false]]
<</if>>\
[[Swap to Sierra|$calculateSierra][$controlAvalynn = false, $controlSierra = true, $locationAvalynn = 2]]
\<<elseif ($AvalynnMeetsElo is true) and ($AvalynnMeetsAybril is true)>>\
Avalynn is at the Centre of the Orchard.
''AVALYNN''
Not much time left till curfew starts...
<<if ($AvalynnMeetsElo is true) and ($AvalynnMeetsAybril is true)>>\
''AVALYNN''
[[I'm going back to the lab.|AvalynnStart][$locationAvalynn = 1]]
[[Swap to Sierra|$calculateSierra][$controlAvalynn = false, $controlSierra = true, $locationAvalynn = 2]]
\<</if>>\
\<</if>>\
\<</if>>\
<</type>><<type 35ms keep skipkey "Enter">>\
<<if $seenAvalynnstart is false>>\
<<set $$Avalynncompletedspheres to false>>\
//Catalyst strains are laid neatly across the entire Garrison Laboratory. Research tables are evenly segregated and neatly spaced out. A small rectangle screen displays the name of its owner. It reads AVALYNN on all of them.
Avalynn's busy researching a strain of catalysts, combining variants to see what comes up. Next to her is a large, coarse, concrete-like catalyst. Her anklet starts vibrating. With an irritated tap, Avalynn kicks the table. Her anklet accepts the call.//
''ELO''
Hi Avalynn.
''AVALYNN''
Can't you call my //wrist// bangle?
''ELO''
Maybe if I called your anklet enough times you might be free of them? Who knows.
''AVALYNN''
Why thank you. My foot will go before that happens.
''ELO''
Not the table you just kicked?
''AVALYNN''
What do you want?
//Elo clears his throat. Sarcastically, of course.//
''ELO''
As your assigned supervisor and a personnel of superior rank, I am required by the Resident's Assembly to conduct regular 'Personnel Wellbeing Ku-wes-syen-airs' every month... and uh...reg-u-lar-ly interview pers..honn...el, personnel? Under my command and—
''AVALYNN''
I want it done //quick.//
''ELO''
Very well. How are you feeling?
''AVALYNN''
Next.
''ELO''
Are you satisfied with your current or-kyu-pay-sh...fucking hell.
''AVALYNN''
Occupational Privileges?
''ELO''
Probably.
''AVALYNN''
Hah! HAH! No.
''ELO''
Roger that. What do you think of your lodgings?
''AVALYNN''
Terrible.
''ELO''
Oh, really? Is that so? I thought it'd be better.
''AVALYNN''
Lodging means house.
''ELO''
Oh, I see. In that case I concur. Do you suffer from any psycho-logi-kal issues, or fee-zi-curl diz——
''AVALYNN''
No. Yes. No. No. Yes.
''ELO''
No... yes, no, no, yes. That finishes the list. Thank you. Sped things up nicely. Anyway, have you talked to Sierra?
''AVALYNN''
Why would I want to do that.
''ELO''
Mmmhmm. Has Sierra talked to you?
''AVALYNN''
No. Are we done?
''ELO''
Almost. Aybril was looking for you. Said 'meet you at the training sandbox'.
''AVALYNN''
Got it. Thanks. I'll see him in a bit.
''ELO''
Sierra's serving her punishment now.
''AVALYNN''
Keep her out there.
''ELO''
Professional opinion: her survival skills match yours.
''AVALYNN''
And that's where it ends. B-b-b-bye!
//Avalynn slams her ankle to the side of the table again, and continues her work. She turns around and looks at the stacks of cylinders holding crushed catalyst powder. She sighs heavily.//
''AVALYNN''
The work never ends.
//Avalynn takes a fistful of a greenish, crystal-like powder with her bare hands. She crushes them together in the palm of her other hand—a bright light and a solid, crystalline sphere is formed. She drops them into a chute next to the desk. The sphere isn't perfect, and gets stuck. She slams the chute till it obliges.//
''AVALYNN''
Don't think I'll see Aybril today.
//Residue powder on her hands start sizzling. Avalynn brushes her hands on the tabletop.//
''ELO''
Aybril will be at the sandbox till curfew.
''AVALYNN''
ELO!
''ELO''
Only the chosen one can put this call down. Ha, HA! HA!! Harrr—
//Avalynn grates her anklet against a coars//e catalyst cube of catalyst next to her. It lets out a screech.
''ELO''
Okay goodbye! Work hard!
//A long beep is heard from Avalynn's anklet. Avalynn walks towards the laboratory's exit, grabs her overcoat and puts it on. She looks out towards the horizon.//
''AVALYNN''
Kinda bright out.
//Avalynn grabs a pair of sunglasses from her overcoat and puts them on.//
[[Head over to the Centre of the Orchard|HUB AREA][$controlSierra = false, $controlAvalynn = true, $seenAvalynnstart = true, $Avalynncompletedspheres = false, $locationAvalynn = 2]]
[[Swap to Sierra|$calculateSierra][$controlAvalynn = false, $controlSierra = true, $seenAvalynnstart = true, $Avalynncompletedspheres = false]]
<</if>>\
<<if ($seenAvalynnstart is true)>>
Avalynn is in the Garrison Laboratory.
<<if ($Avalynncompletedspheres is true)>>\
The tables have been cleared. Her daily quota of catalyst spheres is done.<</if>>\
<<if ($AvalynnMeetsAybril is false) and ($AvalynnMeetsElo is false)>>\
''AVALYNN''
I'm not sure why I'm back here. Either I'm here to do work, or I go and see Aybril. Why do I need to tell myself that? Am I talking to someone? Hello...? Yooooooo...
//Another member of the Garrison walks past.//
''AVALYNN''
What?!
<<if $Avalynncompletedspheres is false>>\
[[Do some work.|AvalynnWork]]
<</if>>\
[[Head over to the Centre of the Orchard|HUB AREA][$controlSierra = false, $controlAvalynn = true, $locationAvalynn = 2]]
[[Swap to Sierra|$calculateSierra][$controlAvalynn = false, $controlSierra = true]]
<<elseif (($AvalynnMeetsAybril is true) and ($AvalynnMeetsElo is true)) or (($AvalynnMeetsAybril is false) and ($AvalynnMeetsElo is true)) or (($AvalynnMeetsAybril is true) and ($AvalynnMeetsElo is false))>>\
''AVALYNN''
...
<<if $Avalynncompletedspheres is false>>\
[[Do some work.|AvalynnWork]]
<</if>>\
<<if $Avalynncompletedspheres is true>>\
//Avalynn starts her own personal experimentation on catalysts.//
''AVALYNN''
...unforgivable.
[[Swap to Sierra|$calculateSierra][$controlAvalynn = false, $controlSierra = true]]
<</if>>
<</if>>
<</if>>
<</type>>\<<type 35ms keep skipkey "Enter">>\
The Main Story has progressed forward, and the Recon has decontaminated the Fourth Dome. Things have changed: During a key battle at Fourth Dome, Sierra and Avalynn were separated from Aybril and Elo, and were forced to navigate through a significant portion of the Dome together. Forced to work together, the two of them overcome their differences.
\<<if ($seenAybril is false) and ($seenElo is false)>>\
[[Wait... there's a really strange smell...|Too Much Time Has Passed]]
\<<elseif ($seenAvalynn is false) and ($seenElo is true)>>\
Sierra remembers the golden catalyst she found weeks ago is still in her room. She walks towards the dark cupboard where she last placed it. The catalyst is still glowing, like just as she found it.
''SIERRA''
Wow, nearly forgot about this guy.
//Sierra removes the catalyst from her cupboard.//
''SIERRA''
Think it's a good idea to show Avalynn it now.
\<<set $keynarrativeevent to true>>\
[[Show the Catalyst to Avalynn|Show Catalyst to Avalynn AFTER Third Dome]]
\<<else>>\
ERROR. Monkeys have attacked your computer and turned the cables al dente.
\<<link "Restart the quest here!">><<run Engine.restart()>><</link>>\
<</if>>
<</type>>\<<type 35ms keep skipkey "Enter">>\
Sierra meets up with Avalynn at the Garrison Laboratory.
''SIERRA''
Hey Avalynn, got a minute? I found this golden catalyst a few weeks ago.
''AVALYNN''
A few weeks ago? In our time or Dome 16's.
''SIERRA''
Ours. Before we left for Third Dome.
''AVALYNN''
Ah, right. When you snitched me to Seybree.
''SIERRA''
Haha... right yeah, I remember that.
''AVALYNN''
Was it glowing this bright when you first found it?
''SIERRA''
It's actually been the same. <<if $seenElo is true>>\ Elo told me to keep it in my room actually.<</if>>
''AVALYNN''
Odd. Did it do anything strange?
''SIERRA''
Was a nice strobe light for my room. Besides that no.
''AVALYNN''
Strobe light huh. I'll get to work on it——probably of exceptional quality if its maintained its luminosity for this long.
<<if $SierraAndAvalynnHubMeet is true>>\
''AVALYNN''
Why were you cleaning your nails when we met at Orchard?
''SIERRA''
Uhh...
''AVALYNN''
You don't even grow your nails.
<</if>>\
//Avalynn takes the catalyst from Sierra.//
''AVALYNN''
Won't take me too long.
''SIERRA''
[[I'll come back tomorrow then.|BEST OUTCOME][$keynarrativeevent = true]]
<</type>>\<<type 35ms keep skipkey "Enter">>\
//Sierra is still in the wilderness outside Dome 16 and next to the body of the golden husk she just killed.//
//You can feel the catalyst's warm glow in your hands.//
//What should you do//
[[Ask Aybril.|Ask Aybril][$controlSierra = true, $controlAvalynn = false, $atwilderness = false]]
[[Ask Elo.|Ask Elo][$controlSierra = true, $controlAvalynn = false, $atwilderness = false]]
[[Head over to the Centre of Orchard.|HUB AREA][$controlSierra = true, $controlAvalynn = false, $atwilderness = false, $locationSierra = 2]]
[[Sierra shows the Catalyst to Avalynn.|Show the Catalyst to ''AVALYNN''][$controlSierra = true, $controlAvalynn = false, $atwilderness = false]]
[[Keep the Catalyst in your room.|Keep the Catalyst][$controlSierra = true, $controlAvalynn = false, $atwilderness = false]]
[[Swap to Avalynn.|$calculateAvalynn][$controlSierra = false, $controlAvalynn = true, $locationSierra = 1]]
<</type>>\<<set $controlAvalynn = false, $controlSierra = true>>
<<if $locationSierra is 1>>
<<goto "SierraStart">>
<<elseif $locationSierra is 2>>
<<goto "HUB AREA">>
<<elseif $locationSierra is 3>>
<<goto "Ask Aybril">>
<<elseif $locationSierra is 4>>
<<goto "Ask Elo">>
<<elseif $locationSierra is 5>>
<<goto "Talk to Avalynn">>
<<elseif $locationSierra is 6>>
<<goto "KEY NARRATIVE EVENTT">>
<<elseif $locationSierra is 7>>
<<goto "SierraStart">>
<<elseif $locationSierra is 8>>
<<goto "SierraStart">>
<<elseif $locationSierra is 9>>
<<goto "SierraStart">>
<<else>>
<<goto "SierraStart">>
<</if>><<if $locationAvalynn is 1>>
<<goto "AvalynnStart">>
<<elseif $locationAvalynn is 2>>
<<goto "HUB AREA">>
<<elseif $locationAvalynn is 3>>
<<goto "Ask Aybril">>
<<elseif $locationAvalynn is 4>>
<<goto "Ask Elo">>
<<elseif $locationAvalynn is 5>>
<<goto "Talk to Sierra">>
<<elseif $locationAvalynn is 6>>
<<goto "KEY NARRATIVE EVENTT">>
<</if>>Hi $name!
If you've noticed the outcomes, the differences between the rewards are minute. The only things that change are the Grade of the Catalyst, the Character Affinity, and if you get a special room decoration. That's a lot of work for a minor difference.
However, I believe a narrative experience rewards players for considering the emotions of another character when making decisions instead of basing decisions on tangible and easily measured outcomes/rewards. I want to challenge that.
''The mission of Manifest is to 'de-gameify' character interactions and to move narrative agency away from deliberate dialogue choices to organic player movement.''
To better define my mission: when we talk about player-choice, we often refer to dialogue choices. Will you be nice, will you be wise, or will you be mean to the other characters? Are these choices deliberate by the Player? If I think Kassandra or Aloy is mean, I will make them beat up the bad guys. We can often intuit what sort of personality this Player is: tough, ferocious; a no-bullshit sort of person. However, I believe this design deliberately molds a character, be it Aloy or Kassandra or any other protagonist in a single-player RPG, too conveniently. We're filling the player-shaped hole in their vision through very conscious and deliberate action, rather than having a player's natural, organic actions shape who the character is.
To further elaborate, I will use Assassin's Creed Odyssey as an example. Assassin's Creed has skill trees: one that supports ranged combat, another stealth, and another that's in-your-face; tanky. The decisions that a player makes to progress through the game should inform what sort of Player they already are. Stealth players vastly prefer to be in the shadows and deter from head-on combat. Why? Is it because they think it's more efficient? Is it because they're shy? What could we tell about a player by their decisions in gameplay?
What if, through clever design and placement of characters, cinematics, lore, and other pieces of game design, a player discovers what sort of Player they are just by naturally interacting with its landscape? What would a headstrong, combat-focused player do in preparation for an expedition? They'd go to the armory and check in on their weapons. What character would be at the armory? Which characters wouldn't be there? Where would you find them, and what does this mean for the team? What if you care about your teammates first? Would they be scared before the next big mission? How will that reflect in gameplay? I want to design a game that reflects the Player's personality more organically and unconsciously. However, I, the storyteller, should not dictate that there is a //right// or //wrong// choice.
I want to craft a game that challenges expectations, //but does not deal heavy penalties for players who think otherwise.// I'd like to write narratives where the decisions that you've made transcend the obvious, tangible rewards commonly seen in games. Narratives that incentivize Players to think out of the box; to consider the humanity within the fiction. I want to craft a game that challenges expectations and presumptions but does not give heavy penalties for players who choose otherwise.
--
While programming this game on Twine, I tried to experiment with ''how playable characters could interact with each other, when we assume the following:''
''1. The Game remembers the last known location of a playable character after they swapped out.''
Whenever you swapped from Sierra to Avalynn or vice versa, the following player variables change:
Outgoing Character: control = false
Incoming Character: control = true
For example, if you are currently controlling Avalynn, and you swap out to Sierra:
($)controlSierra is true and ($)controlAvalynn is false
The following variable that changes is the ($)location_PCharacter. This depends on ''where'' you clicked the link to ''swap''.
For example, you are currently controlling Avalynn, and you swap out to Sierra. Sierra was at the Centre of the Orchard.
($)controlSierra is true and ($)controlAvalynn is false, and ($)locationSierra is set to Orchard.
Whenever you swap characters, there is a 'script' (not sure if that's the appropriate name) that checks the location variable of the incoming character, and then force brings you into that room.
''Now, you're probably wondering why I'm telling you all of this''. This entire interaction was an experiment: to find out if it's a good idea to define character locations whenever they swapped, instead of having them reset to a resting position:
//For example, you are currently controlling Avalynn, who is at the Orchard. You swap out to Sierra. You swap back into Avalynn; now she's in the Laboratory, her starting/resting position.//
Personally, how I vision non-combat character swapping to function is described like this:
1. Character swapping within Domes, or non-combat areas, //does not// function like how it does in combat (direct swap of control to another character, within the same space/game instance).
2. Within a Dome, Playable Characters have ''routines''. They have ''resting/starting'' positions, and whenever the character swapped out, these characters ''reset'' to these positions.
Here in this mockup quest, I tested if the game remembers where the last location of the character before the swap. Here are my findings:
''The problem with this style of narrative design'' (having the game remember the last known location of the Playable Character whenever they made a swap), is that the Player ends up playing a game of ''social chess.''
''PLAYER''
Oh, didn't I leave Avalynn at the Hub? Damn, I shouldn't get Sierra to the Hub.
//Player swaps into Avalynn. Moves her out of the Hub, then swaps back into Sierra.//
I had a couple of friends play-test the game, and the //only person// who got the Best Ending on his first try was a guy named Ethan.
Ethan shared with me his thought process: he completely avoided going into the Orchard for fear of accidentally running into Avalynn. He took what he perceived to be the safest, low-impact route; Talk to Elo, then talk to Aybril, then keep the Catalyst. Avoid Avalynn at all costs.
All playtesters either had the Catalyst blow upon them immediately or had Avalynn blow upon them on their first try. That's //perfect//! I think.
--
Writing is difficult. Writing non-linear, interactive sequences is even more challenging. I've never programmed anything before this, but what I've learned is that it's an enormous task. I have (and always will) an incredible amount of respect for video game writers and narrative designers. The art and science of setting up scenes are challenging, yet also breathtaking. At its best, we will design a narrative that //listens// to the Player. I believe that this is a storytelling experience only achievable in a game. That is my goal and what I want to achieve. If it takes this much effort to account for as many different players as possible, I think this is a challenge that's worthy (and rewarding) to undertake.
There is an immediate flaw I recognize, and I will not proclaim that I know the solution. The flaw is that this design is extremely difficult to scale. In other words, to recreate this experience for a AAA open-world game, every scene, every possible set needs to be handcrafted and customized. We have to account for a lot more variables.
What I believe needs to be done is to play-test this narrative design in a 3D space, to feel what it's like moving about in an area and having the ability to swap characters randomly. From there, I would get a better sense of what works, what's fun, and from that information, I dictate what the rulesets are for the narrative design of Manifest.
Right now, Twine Sugarcube (the tool that I used to build this) has a lot of flexibility and customizability, but what I need to discover is what //truly// matters: what makes the game fun and what makes the story entertaining.
Therefore, to scale this narrative design, actual play-testing will be required to fine-tune the features that bring the best experience. For instance, I am still unsure if the characters should have starting or resting positions when they are swapped and how that impacts that flow of the player experience.
Regardless, I enjoyed working on this. I know this is where I want to be. Thank you for reading.
So, how about it, $name?
<<link "Restart the quest here!">><<run Engine.restart()>><</link>> <<type 35ms keep skipkey "Enter">>\
<<if $AvalynnWork is false>>
Avalynn removes her rather large overcoat and leaves it on the hangar. She walks to her table.
''AVALYNN''
Which table should I go for today...
//Avalynn takes a small catalyst from her coat. She closes her eyes, and tosses it randomly into the room. The catalyst zips and smashes about, before finally landing on to a table with a loud bang.//
<<set $AvalynnTable to random(10)>>
<<if $AvalynnTable is 1>>\
The catalyst lands on Table No.1
''AVALYNN''
One. My favourite; close to the door. Also the number of people allowed in this room.
<<elseif $AvalynnTable is 2>>\
The catalyst lands on Table No.2
''AVALYNN''
Two. A bearable walk.
<<elseif $AvalynnTable is 3>>
The catalyst lands on Table No.3
''AVALYNN''
Three. Shit it's been awhile since I've cleaned this one.
<<elseif $AvalynnTable is 4>>
The catalyst lands on Table No.4
''AVALYNN''
Four. Simultaneously an lucky and unlucky number in the Old World.
<<elseif $AvalynnTable is 5>>
The catalyst lands on Table No.5
''AVALYNN''
Five. The number I started with.
<<elseif $AvalynnTable is 6>>
The catalyst lands on Table No.6
''AVALYNN''
Six. The amount of houses I'd like to burn down.
<<elseif $AvalynnTable is 7>>
The catalyst lands on Table No.7
''AVALYNN''
Seven. I like this number. Feels auspicious.
<<elseif $AvalynnTable is 8>>
The catalyst lands on Table No.8
''AVALYNN''
Eight. Probably my favourite digit. Endless... looping...
<<elseif $AvalynnTable is 9>>
The catalyst lands on Table No.9
''AVALYNN''
Nine. The messiest number. It's all the way at the back.
<<elseif $AvalynnTable is 10>>
The catalyst lands on Table No.10
''AVALYNN''
Ten. My original table. I swapped to one to get closer to the door.
<</if>>
<</if>>
<<set $AvalynnWork to true>>
<<if $AvalynnWork is true>>
<<switch visited()>>
<<case 1>>
Avalynn makes a catalyst sphere and places it in the chute.
''AVALYNN''
Wish they reduced the daily quotas...
[[Avalynn keeps working...|AvalynnWork]]
[[I think I'm done here...|AvalynnStart]]
<<case 2 3>>
Avalynn clears more catalysts. You can almost see the tabletop.
''AVALYNN''
Almost feels like I'm cooking for them again.
[[Avalynn keeps working...|AvalynnWork]]
[[I think I'm done here...|AvalynnStart]]
<<case 4 5>>
Avalynn's almost done...
''AVALYNN''
My hands will peel off at this rate.
[[Avalynn keeps working...|AvalynnWork]]
[[I think I'm done here...|AvalynnStart]]
<<default>>
Avalynn has finished her daily quota of catalyst spheres.
''AVALYNN''
Finally...
<<set $Avalynncompletedspheres to true>>
[[I think I'm done here...|AvalynnStart]]
<</switch>>
<</if>>
<</type>><<type 35ms keep skipkey "Enter">>\
//Sierra and Avalynn run into each other in the Orchard//
//Sierra and Avalynn make eye contact.//
''SIERRA''
...
''AVALYNN''
...
<<if $controlSierra is true>>\
//Sierra pretends to clean her fingernails.//
<</if>>\
<<if $controlAvalynn is true>>\
//Avalynn turns the other direction.//
<</if>>\
<<if $controlSierra is true>>\
[[Sierra walks the other way...|HUB AREA][$SierraAndAvalynnHubMeet = true]]
<<elseif $controlAvalynn is true>>\
''AVALYNN''
I'm not here to meet her.
<<if $AvalynnMeetsAybril is false>>\
[[Avalynn Meets Aybril|AvalynnMeetsAybril][$SierraAndAvalynnHubMeet = true]]
<</if>>\
<<if $AvalynnMeetsElo is false>>\
[[Avalynn Meets Elo|AvalynnMeetsElo][$SierraAndAvalynnHubMeet = true]]
[[Swap to Sierra|$calculateSierra][$controlSierra = true, $controlAvalynn = false, $locationAvalynn = 2, $SierraAndAvalynnHubMeet = true]]
<</if>>\
<<else>>
//Curfew is almost up.//
''AVALYNN''
One more //open disobedience// and my extra duties hits three-digits.
[[Avalynn heads back to the Laboratory|AvalynnStart][$SierraAndAvalynnHubMeet = true]]
[[Swap to Sierra|$calculateSierra][$controlSierra = true, $controlAvalynn = false, $locationAvalynn = 2, $SierraAndAvalynnHubMeet = true]]
<</if>>
<</type>>\<<type 35ms keep skipkey "Enter">>\
Avalynn meets Aybril at the Orchard Sandbox.
''AYBRIL''
Got my message?
<<if $Avalynncompletedspheres is false>>\
''AVALYNN''
Yeah. Skipped work.
''AYBRIL''
Really sounds like a jail sentence, what you have to do everyday.
''AVALYNN''
Manageable.
<<elseif $Avalynncompletedspheres is true>>\
''AVALYNN''
Finished today's quota.
''AYBRIL''
I'll help next time.
\<</if>>\
//Aybril resets the catalyst recall weights. Avalynn watches him pace back and forward.//
''AVALYNN''
Something you want to talk about?
//Aybril raises his mechanical arm, the catalyst weight quivers slightly.//
''AYBRIL''
I'm worried about the next Dome.
''AVALYNN''
...yeah. Almost thrice the distance from Third Dome.
//The weights moves, dragging itself slowly towards Aybril.//
''AYBRIL''
I did some preliminary calculations. I'm still working on the formula, but it's already frightening.
''AVALYNN''
...frightening?
''AYBRIL''
A three-day journey's going to cost us three-months. Give or take a week.
''AVALYNN''
Sierra's light doesn't stop the time warp?
''AYBRIL''
Haven't asked her to test it with me. She's too busy bickering with you.
''AVALYNN''
If she's a professional sh——
''AYBRIL''
Frankly I don't care.
<<if $seenAybril is true>>\
Sierra's got something to show you.
''AVALYNN''
...and?
''AYBRIL''
Nothing special. Just a catalyst she found.
''AVALYNN''
It can wait then.
''AYBRIL''
But I can't. I can't wait till the day you two just //get along//.
<</if>>\
''AVALYNN''
...
''AYBRIL''
Are you taking this seriously?
''AVALYNN''
The mission? Of course.
//The weights roll over to Aybril's feet. He lifts it, carries it back to the pedestal 5 metres away from him.//
''AYBRIL''
When we get back to Dome 16, way more time's going to pass than what we're normally prepared for. We need to focus.
//Aybril raises his mechanical arm again.//
''AVALYNN''
I can't trust her Aybril.
''AYBRIL''
I... can't empathize. That's all I have to say.
[[Head back to the Laboratory|AvalynnStart][$AvalynnMeetsAybril = true]]
[[Head back to the Orchard|HUB AREA][$AvalynnMeetsAybril = true, $controlSierra = false, $controlAvalynn = true, $locationAvalynn = 2]]
<<if $AvalynnMeetsElo is false>>\
[[Talk to Elo|AvalynnMeetsElo][$AvalynnMeetsAybril = true]]
<</if>>\
<</type>>\<<type 35ms keep skipkey "Enter">>\
//Avalynn runs into Elo at the combat boots outlet.//
''ELO''
Hello Avalynn. Thank you for your help.
//Avalynn notices Elo checking out combat boots.//
''AVALYNN''
You bought a pair just last week.
''ELO''
I consider myself a thinking soldier. I take advantage of my extra credits.
''AVALYNN''
I'm a smarter... //*cough*// soldier. I give myself credits.
''ELO''
Woohoo... yet another //illicit leisure activity// I need to pretend not to know about.
''AVALYNN''
Illegal hobbies saves three syllables.
''ELO''
That's true. Feedback appreciated.
//Elo taps his Garrison bangle at a sensor near where the boots are displayed. A quick beep, and the catalyst tag attached to them disappear.//
<<if $seenElo is true>>\
''ELO''
Sierra was here a moment ago, actually.
<<elseif $seenElo is false>>\
''ELO''
So have you talked to Sierra? She should be back by now.
<</if>>\
''AVALYNN''
Stop mentioning her.
\<<if $SierraAndAvalynnHubMeet is true>>\
''ELO''
It is adorable. The way you two looked at each other on the street.
\<<elseif $SierraAndAvalynnHubMeet is false>>\
''ELO''
You two have a lot in common.
\<</if>>\
//Avalynn heads towards the shops exit.//
''AVALYNN''
I'm leaving.
''ELO''
It's been six months Avalynn.
//Avalynn stops at the door.//
''AVALYNN''
I //loathe// her.
''ELO''
You do not.
''AVALYNN''
Elo I've had enough of this.
//Elo places the boots he just bought in a mildly glowing, transparent bag. He heads towards the exit as well.//
''ELO''
When I first saw the both of you, I thought you would have gotten along.
Do you remember ten years ago? The catalyst competition—you were the only two not wearing shoes to the competition. Now, the both of you insist on wearing boots. Huh...
''AVALYNN''
We're done talking.
//Avalynn turns to exit the shop. The door automatically slides open. Avalynn steps out, and Elo follows suit. Outside of the shop, Avalynn turns towards the Elevator.//
''ELO''
You are rather predictable.
//Avalynn stops in her tracks. She turns towards Elo.//
''AVALYNN''
And who do you think you are?
//Elo walks past her, towards the elevator.//
''ELO''
I am your superior. I am placing my faith in the ones who will save this Dome.
''AVALYNN''
And I have none. For Sierra, nor you leading this team.
''ELO''
Hmm.
//Avalynn turns the other way.//
''ELO''
Very well.
[[Avalynn returns to the Hub|HUB AREA][$AvalynnMeetsElo = true]]
<</type>>\