Perception

This is a hastily arranged collection of notes, from which I will at some point organize a more lucid and definitive discussion of the ideas, design issues, and implementation of perception in the game world.

Events:

  • Perception Object - Sensory filtering of incoming events is done based on ability to perceive. This is a function of the environment, the state of the character (fatigue?, emotions, blindness/deafness/consciousness, traits, etc.)
  • PerceptualFocus? - The list of events which are considered perceivable are affected by the character's activities. Eg., watching another character will decrease the barrier to perception for events which involve the other character, perhaps at the expense of increasing it for other goings-on in the same area.
  • Apperception - The event can be further affected by a character's relationships, species, society?, social class, proficiencies, etc.
  • The event is given to the Fates system, which can potentially store it in the character's memory (as part of a skein in a story) based on how important the preceeding systems deemed the event and other factors.
  • This would lead to stories, memories, and a player perception of the game that is tailored to the individual characteristics of the perceiving character.
  • A character's apperception is affected by experiencing other characters, cultures, races, and their preferences as well, so exposure to differing standards and cultures will heighten the variety of her perception.

See Also

Ged The Greys Hain - 23 May 2000