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Story-driven post-apocalyptic video game set in Eastern Europe, 2026. Single-player 2D interactive novel deeply rooted in psychology
Story-driven post-apocalyptic video game set in Eastern Europe, 2026. Single-player 2D interactive novel deeply rooted in psychology
Story-driven post-apocalyptic video game set in Eastern Europe, 2026. Single-player 2D interactive novel deeply rooted in psychology
888 backers pledged £20,923 to help bring this project to life.

A judge of character

14 likes

Dear backer!

The Personality Analysis feature, found in the complete version of The Seed, is something that we are very excited about. Up until recently this has been a sort of ‘end game screen’ that is based on your decisions during the play through. But then we discussed the possibility of having it fully accessible and responsive to your actions DURING your playthrough.

It didn’t take us long to agree that this would be an awesome alteration of the game itself, and we have much reason to believe that you will find a lot of interest in seeing a flexible personality module running in the background, accessible with a single click.

Here are some visual treats to let you know what we are referring to.

The image above is a pre-alpha test build that we did a looong time ago, just to let our programmer know the the ideas of the framework we had in mind.

Here below is two screen captures of the personality diagram that you probably saw in the Westworld series by HBO:

 

After we agreed to have ours be dynamic and fully accessible our programmer Damjan got to work and showed us this. Give it a second or two to load, as it is a gif conversion from a short video capture.

And we loved how it looked. So responsive and lively.

The programming and alteration was swiftly accomplished, and the game itself has already been changed for this, just to let you know.

After all, there is little to no surprise in seeing your 'sympathy' meter go down if you take a life to satisfy your own needs, but seeing your personality diagram change upon your actions is something that we think it pretty damn cool and immersive.

We can't wait to share this feature with you ingame and have your thoughts on the module and the analysis itself.

That wraps things up for now. The game is progressing and we are getting closer and closer to a complete game.

Kind regards
Misery Development Ltd.

Comments

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    1. Missing avatar

      Vincent Cenni on April 12, 2017

      I think everybody is entitled to feel the way they want about this option and certainly ignore it if they think it will cause a distraction to there game play. I, however, feel it will be a cool enhancement to my experience and look forward to seeing how it registers. I don't think it will affect my game strategy because I already planned to play through several times. The first one I will free wheel and play as I believe I would behave regardless of the consequences much like I did in the earlier demo chapter. That will give a base line of how I think I would evolve as a person. Then I will replay it using variant strategies such non-violent except in extreme situations, hyper- violent, and totally amoral to see how the results of each stack up as a survival method against my true first play through. All in all, it should be a fascinating glimpse into what I believe I am capable of doing to survive. Ultimately, what parts of humanity am I willing to consider trading off if I immerse myself in the game and briefly let it become my reality.

    2. kelly
      Superbacker
      on April 12, 2017

      Looks cool to me

    3. Missing avatar

      Leon Moor on April 11, 2017

      You can reflect on your choices on your own, without a diagram to do the thinking for you. It will lower immersion guaranteed.
      Also stop faffing about with new features and release the game.

    4. NobleBrutus on April 11, 2017

      Sounds great! I like that idea, most of the changes will be incremental I guess so nobody should get too bogged down in how it affects their diagram - unless it is a really big decision. Besides, the diagram should grow to reflect you, not you the diagram.

      Looking forward to hearing more.

    5. Misery Dev. Ltd. 4-time creator on April 11, 2017

      @Leon
      Yes, in real life your character is influenced by your actions immediately, and not stacked in log for a later presentation. How is it less immersive to enable you to reflect on your choices in retrospect, and with every choice you make?
      The module doesn't tell you which choice that influences which parameter before you make it, and it isn't like a shock to everyone that you are less cooperative of nature, if you choose to travel solo all the time. So the feature can't be 'played' or 'abused' in any other way than to tell you what sort of man you are, based on the choices you make. The effect can't be rolled back or something like that.

      What is the difference between thinking "oh how will this affect my diagram" every time they have a decision and roleplaying it? The diagram is a representation of how you roleplay your character.

    6. Missing avatar

      john walker on April 11, 2017

      @Leon Moor I kind of agree but it runs in the background. If you don't want to use it that's fine you don't have to(I think). Problem solved. If it enriches your experience to keep track of the minutiae of character evaluation then good for you. And some will play for the numbers. Kind of anal but it's just an option.

    7. Missing avatar

      Leon Moor on April 11, 2017

      It's not immersive. Do you see such diagrams changing in real life that respond instantly to your actions? Being aware of your own personal traits is a much slower thing. If you enable it during the game it will just become another gameplay element that people try to "game" as much as possible. They'll be thinking "oh how will this affect my diagram" every time they have a decision instead of roleplaying it.

      Also, feature creep.