To Converse is to engage in a targeted exchange of information, belief, and intent. It is the primary verb through which one being attempts to perceive, influence, or manipulate the internal world of another.
Within ATET, conversation is not idle chatter; it is a strategic, goal-oriented action. It is the core mechanism by which Facts, Fictions, and Faiths are transmitted, challenged, and propagated through the social fabric of a Tapestry. It is a memetic and ideological battleground, as well as a tool for cooperation, survival, and self-discovery.
The Universal System (Agent-to-Agent)
All sapient beings in the universe, including the player’s Incarnation, operate on a universal system of conversation. This system is the engine that drives social dynamics when the player is not present, and provides the fundamental rules for the player’s own interactions.
Core Philosophy
For any agent, conversation is a tool used to achieve a Goal. It is triggered when an agent’s internal logic determines that exchanging information is a viable strategy for satisfying a Need. An agent might initiate conversation to acquire information, influence another’s beliefs, or satisfy a social need.
Gameplay Function
A conversation between two agents is a structured process of information exchange, filtered by trust, rhetoric, and need.
1. Assertions, Queries, and Rhetorical Framing:
Conversation is built on exchanging data packets that represent Assertions (statements of belief) and Queries (requests for information). Crucially, every Assertion is wrapped in a Rhetorical Frame that reflects the sender’s internal state (e.g., Logical
, Emotional (Fear)
, Authoritative
, Faith-Based
). This frame is as important as the content itself.
2. The Composite Filter: When a receiving agent hears an Assertion, it runs the information through a Composite Filter to determine its response:
- The Trust Filter: “Do I believe this speaker is reliable?” (Based on existing Beliefs about the speaker).
- The Rhetorical Filter: “Am I receptive to this style of argument?” (Based on Beliefs about the Rhetorical Frame used).
- The Need Filter: “How desperate am I for any information related to my critical Needs?” (Urgency can override skepticism).
The outcome of this filter check determines if the new information is accepted into the agent’s AgentBeliefStore
and with what degree of confidence
.
The Player’s Experience (The Subjective Interface)
The player character is, mechanically, a standard agent. However, the player’s consciousness replaces the agent’s automated cognitive loop. The player experiences their Incarnation’s internal state and directs its will through a unique, subjective interface.
Core Philosophy
For the player, conversation is the primary tool for expressing their Incarnation’s identity and for weaving their Thread into the lives of others. The interface is designed not to give the player an objective view of the conversation, but to make them feel what their character is feeling and thinking.
The Conversation Interface
When the player initiates or is drawn into a conversation, a two-panel UI appears, reflecting the Incarnation’s inner mind.
Panel 1: The Main Dialogue Window (The “Living Memory”) This panel displays the flow of conversation, but as a subjective record, not an objective transcript.
- Subjective Text: The appearance of the NPC’s dialogue changes based on how your Incarnation perceives it. A statement made with
Emotional (Fear)
may appear shaky or tinged with red. ALogical
statement may appear sharp and clear. This is a direct visual representation of the Rhetorical Frame you are perceiving. - Confidence as Clarity: Your Incarnation’s
confidence
in the NPC’s statements affects their visual presentation. A trusted ally’s words are solid and opaque. A known liar’s words might appear translucent, faded, or followed by a[?]
icon, representing your character’s internal doubt. - Your Rhetorical Choices: Your response options appear below the NPC’s text. You are not just choosing what to say, but how to say it. This is your primary way of interacting with the Rhetorical Framing system.
- Example:
- [Assert Logically] “The schematics prove the reactor is failing.”
- [Assert with Fear] “We have to run! The reactor is going to blow!”
- [Assert with Authority] “On my authority as Chief Engineer, I order you to evacuate.” The choice of frame directly influences how the NPC’s Composite Filter will evaluate your statement, making conversation a tactical and expressive challenge.
- Example:
Panel 2: The Topic List (The “Inner Mind”)
This side panel is a persistent list of keywords and concepts you can introduce into the conversation at any time. This list is a direct, one-to-one reflection of your Incarnation’s AgentMemoryStore
and AgentBeliefStore
.
- Topics from Memory: If you survive a pirate attack, “Pirate Attack” becomes a clickable topic in your list. If you discover a strange alien artifact, “Alien Artifact” appears. You are literally talking about what your character remembers.
- Topics from Belief: If your Incarnation was raised in the “Faith of the Hearth,” then “The Hearth” will always be a topic you can bring up to gauge another’s piety.
- Dynamic and Personal: This list is unique to every Incarnation and evolves with their journey. It acts as your character’s internal monologue and knowledge base made interactive. Clicking a topic from this list generates a
Query
to the NPC about that subject.
Design Intent
Why this integrated system exists:
- To create a single, unified set of rules for all communication in the universe, ensuring world consistency.
- To make the player’s dialogue choices deeply meaningful and mechanically significant, directly impacting NPC behavior through the framing and trust systems.
- To use the UI as a tool for philosophical expression and character immersion, forcing the player to see the world and its conversations through their Incarnation’s biased, subjective lens.
- To make the act of conversation a core gameplay loop of exploration and discovery—exploring another person’s mind and discovering the consequences of your own words.