A Need is a fundamental tension in the fabric of being; an internal or external pressure that demands recognition and drives an Incarnation toward action.
Within ATET, Needs are not merely survival meters to be managed. They are the primary engine of story. They are the source of vulnerability, the catalyst for desire, and the lens through which an Incarnation experiences its Tapestry.
Core Philosophy
The purpose of the Need system is to ground the game’s high-minded philosophical exploration in the visceral, relatable struggle of existence. An Incarnation is not an abstract observer; it is a being with hungers, fears, and desires. These Needs are what make an Incarnation fragile, and therefore, what makes its choices meaningful.
Needs are the mechanical starting point for the agent’s entire cognitive loop, sparking the first embers of intent that will eventually become a Goal. However, in keeping with the Core Pillars, a Need is not an objective, universal state. It is a subjective experience.
The gnawing hunger of a starving colonist (Physiological Need
), the desperate loneliness of an exiled diplomat (Psychological Need
), and the existential dread of a being realizing its reality is a construct (Metaphysical Need
) are all functionally similar—they create a tension that demands resolution—but their texture and impact on the Subjective Interface are vastly different. How an Incarnation interprets its own Needs is as important as the Needs themselves.
Gameplay Function
The Need system serves several critical gameplay functions:
- Driving Action: Needs are the most common source for the emergent generation of Goals and Quests. An unmet Need creates a powerful motivation for the agent to change its situation, providing a natural and constant source of player-driven and NPC-driven activity.
- Creating Vulnerability and Stakes: Needs are the primary source of an Incarnation’s vulnerability. An agent can be powerful, intelligent, and influential, but if it needs to breathe, it is still beholden to the integrity of a hull. This grounds the player and creates immediate, understandable stakes, even within a reality of reincarnation.
- Shaping Perception: The state of an Incarnation’s Needs directly influences the Subjective Interface.
- An agent with a critical
SustenanceNeed
might perceive potential food sources as glowing with a more vibrant, alluring light, while other concerns on the UI seem to fade in importance. - An agent with a critical
SafetyNeed
might experience auditory hallucinations, perceiving threats in the shadows, or find their view of the world tinged with paranoia.
- An agent with a critical
- Generating Social Conflict: In a group setting, competing or shared Needs are a powerful source of emergent social dynamics. The distribution of scarce food, the need to huddle together for warmth, or the shared psychological need for hope can forge powerful bonds of
Solidarity
or create bitter rivalries.
Types of Needs
Needs in ATET are diverse and define an Incarnation’s entire mode of being. They can be broadly categorized:
- Physiological Needs: These are the most familiar, tied to the biological or mechanical realities of a physical body.
- Examples: Sustenance, Hydration, Rest, Shelter, Oxygen, Energy (for robotic Incarnations).
- Psychological Needs: These relate to the mental and social well-being of a sapient mind. They are often the source of more complex and nuanced emergent stories.
- Examples: Safety (freedom from fear), Belonging (community, companionship), Esteem (respect, recognition), Purpose (a reason to strive).
- Metaphysical Needs: These are higher-order Needs unique to the ATET universe, often emerging in more advanced or unusual Incarnations. They relate to the Incarnation’s understanding of its own narrative and place in the cosmos.
- Examples: Narrative Coherence (the need for one’s life and world to “make sense”), Eidic Purity (the drive to embody a specific ideal), Silence (the desire to escape meaning and observation, as in “Zero-Eidos” cults).
Design Intent
Why this system exists:
- To provide a constant, organic source of motivation for both players and NPCs.
- To ensure that even in a high-concept universe, the player’s experience is grounded in relatable, felt pressures.
- To mechanically reinforce the pillar of a Subjective Interface by making an Incarnation’s internal state directly affect its perception of the world.
- To create a rich foundation for emergent social and personal narratives based on vulnerability and desire.
Key Design Notes
- A Need is not just a deficiency; it is a defining characteristic. The Needs of a gas-based lifeform are fundamentally different from those of a human, leading to radically different gameplay.
- The interpretation of a Need is a core mechanic. Two Incarnations can have the same level of hunger but react differently based on their Faith—one might see it as a purifying trial, another as an injustice to be raged against.
- Satisfying a Need should feel like resolving a tangible tension, providing a sense of relief or accomplishment that is both mechanical and emotional.