writing ideas for themes and topics in procgen
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@ -5,6 +5,7 @@ Discussion of, at a high game-design level, how everything should work and conne
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[TOC]
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- @subpage topleveldesign
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- @subpage biomesindex
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- @subpage themes
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- @subpage macroWorldPartitioning
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- @subpage terraingenerationideas
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- @subpage streamintegrationideas
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15
docs/src/highlevel-design/themes/themes.md
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15
docs/src/highlevel-design/themes/themes.md
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@page themes THemes
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Keep track of an array of themes that are leveraged during generation to make results more cohesive.
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IE, a theme might be "evil", used in generation to grab associated themes for villians.
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In the villian example, "Fire" might be associated with evil and thusly fire motifs are used when deciding the armor to clad the villian in.
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Another example might be "Warfare" being associated with evil and the villian thusly being generated with a warmonger past.
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A third example might be "Anger" being associated with evil and the villian being generated with a personality matrix that is prone to anger.
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Another way I would like to leverage this is in narrative design. While there is the generic motiff array, I want to have larger themes that plotlines can generate around.
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Have a list of premade "topics" that can bend narrative templates to support them.
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IE, a topic might be 'when is violence just'. This is used in a conspiracy template to construct specific examples where players have to make decisions that force them to confront this topic.
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