Tension Mapping & Emergent Resolution
System Purpose
To detect emergent narrative tensions in the simulation and encode them into persistent, interpretable structures the player may engage with. Quests are not given; they form from the fabric of play.
Core Loop Overview
-
Detect Narrative Tensions
Arising from contradictions, desires, traumas, symbols, or social relationships -
Evaluate Significance
Score based on emotional/memetic density, symbolic weight, cultural instability -
Encode as Latent Threads
Quests are hidden until interpreted by the player through subjective experience -
Resolve Dynamically
Resolution occurs through narrative consequence, not quest logic; a quest can dissolve, persist, evolve, or recur -
Reflect and Transmute
Resolved quests yield Eidos; unresolved quests may become myth or trauma in future Tapestries
Inputs
Source | Data |
---|---|
NPCs | Internal conflict (e.g., incompatible Faiths), unmet needs, trauma |
Player | Significant past actions, accumulated Eidos, broken Fictions |
World | Symbolic motifs, rituals disrupted, mythic structures disturbed |
Memory | Unresolved past Threads, prior Incarnation echoes |
Internal Data Structures
struct NarrativeTension {
id: Uuid,
source_entity: EntityId,
tension_type: TensionKind,
causes: Vec<Cause>,
symbolic_tags: Vec<SymbolTag>,
historical_context: Option<ThreadId>,
urgency: f32,
discoverability: f32,
is_manifest: bool,
}
enum TensionKind {
FaithConflict,
CulturalInstability,
SymbolicRecurrence,
PersonalTrauma,
PropheticCycle,
}
struct LatentQuest {
tension: NarrativeTension,
interpretation_vectors: Vec<Interpretation>,
active_effects: Vec<Effect>,
revealed: bool,
}
Systems Interaction
Subsystem | Role |
---|---|
Belief Model | Determines how tensions are interpreted into quests |
Memory System | Stores unresolved quests and echoes them forward |
Subjective Interface | Controls whether and how quests are perceived |
Director AI | May reinforce or accelerate symbolic resonance |
Faction/Culture Sim | Propagates or suppresses cultural tensions |
Player Interaction Model
- The player does not receive quest markers
- Discovery is through:
- Symbolic cues (e.g., shared dreams, strange omens)
- Behavioral patterns (e.g., same NPC seen praying at ruins)
- Emergent conversation or internal monologue
- Interpretation creates a new Thread in the player’s log
Resolution Model
Resolution Type | Mechanism |
---|---|
Narrative | Belief change, reconciliation, death, exodus |
Symbolic | Ritual enacting a new interpretation |
Mythic | Event transcends character resolution, becomes Eidos motif |
Aborted | Missed or forgotten; may recur distorted in future Tapestry |
Example: NPC Torn Between Faiths
Tension Detection
An NPC believes both:
- “All life is sacred” (Faith A)
- “My god demands sacrifice” (Faith B)
LatentQuest Creation
Type: FaithConflict
Causes: Conflicting beliefs plus external pressure to act
Symbol Tags: sacrifice
, guilt
, purity
Player Interacts
The player may:
- Counsel one belief
- Propose a symbolic synthesis
- Exploit the contradiction for power
- Ignore it
Resolution
If resolved, generates Eidos.
If not, the NPC may fracture, die, or start a new religion.
Design Philosophy
- Quests are narrative weather; atmospheric conditions the player reads, not puzzles they solve
- No binary resolution states; outcomes may be contradictory, open-ended, or only understood in hindsight
- Quests as living memory; they persist in myth, change form, and shape future world generation