라벨이 "Game Design"인 게시물 표시

Scenes Push Emotions Forward — The Context System

  We designed the emotion system. With the three-layer model, we separated character disposition, momentary emotions, and relationship state. We also established a structure where love is never increased directly but emerges from a combination of conditions. Yet as the conversation with AI continued, one missing piece became visible. Tracking emotions alone is only half the picture. "Are you okay?" Consider this single line. Hearing it on a rainy night, in front of someone's house, just the two of you — concern, protectiveness, and intimacy rise. Hearing it in a school hallway during lunch, surrounded by friends — it is nothing more than a casual check-in. Hearing it on a cold evening right after a fight — it is an attempt at reconciliation, tinged with regret. The line is the same. The emotions are different. What creates the difference is the  scene . Scene Context The structure AI proposed is this: separate from emotion variables, maintain a dictionary that tracks the ...

A Design Where Love Is Never Directly Increased

  In the previous part, we designed the three-layer emotion model. Among its principles, one stands above the rest.  The variable called love does not exist in the system. There is no love += 1. Instead, love "emerges" from a combination of other variables. This is the core of this system and the biggest difference from conventional affection-meter systems. Why Love Should Never Be a Direct Variable When I discussed this topic with AI, it offered an interesting perspective. "Love is not on the same level as other emotions." Sadness, anger, jealousy, fear. These are momentary emotions. They rise or fall in response to specific events. But love is different. Love is closer to  the result of accumulated relationship interpretation  than a momentary emotion. Trust is high. Dependency exists. Intimacy has built up. There is a touch of jealousy. Fear of loss is present. The player repeatedly chooses the other person as a priority. The player reads this combination as ...