Final Ultimate Master Skills List, Mk 2
Skills are crucial because they're the way the heroine interacts with the game world. They're also one of the things that should make your heroine unique – without a robust way of tracking what your agent can and can't do, all agents can do everything.
WHAT SKILLS DO WE NEED?
Here's a list of things the heroine will definitely have to do during the main quest:
Have sex (including kinky, fetishised sex that she's not necessarily personally into)
Dance on a stage
Seduce NPCs
Plant bugs and hack devices
Deceive people
Flirt
Meet new people
Drink alcohol
Negotiate and persuade
Physically capture a terrorist
And here's a list of things she'll probably do in side quests:
Learn Muay Thai
Fight bad guys hand-to-hand
Shoot bad guys
Pick locks and break into buildings
Act in adult movies
Swim, snorkel, scuba
Learn to meditate
Drive cars, motorbikes, tuk-tuks, jet skis
Look after animals
Learn to cook Thai food
Take drugs
Provide first aid
Help her friends solve problems
Do cam shows
Sing karaoke
Gamble
Give presentations & briefings
Plan and execute intelligence operations
Stake out locations and photograph suspects
Detect and evade surveillance
Pursue or be pursued by her enemies
Set a table
Learn to speak Thai
Give massages
Write reports
Research things
Interrogate suspects
Oil wrestling
Withstand interrogation
Withstand being nipple clamped/butt plugged/spanked etc
Analyse the brothel's finances
Etc
GRANULARITY
If we have too many skills, the coding, UI and scenario design become complex (because there are lots of skills to manage).
But if we have too few skills, the writing becomes complex (because the game mechanics can't support the scenes that writers want to create).
Too granular
Imagine if the game had both Sneak and Hide skills. Writing a stealth scene becomes complex, because you have to write a version for characters who can Sneak but not Hide. (I guess the guards can't see her until she stops moving. 😀)
This solution is too complex. One Stealth skill would be better design.
Too vague
What if the game had only two skills: Action Heroine and Porn Star? That's superficially attractive because it's so simple, and it broadly covers all the scenarios above.
But writing now becomes more complex. Imagine writing a scene where a thug chases the heroine into a dead-end alley. You want to give the player a choice – scale the wall and escape, or turn and fight!
But if both paths use the Action Heroine skill, the player decision is meaningless – both outcomes have the same chance of success or failure. The game mechanics can't produce what the writer wants (a genuine decision point) so the writer's job is now a lot more complex.
This solution is oversimplified. Separate Fight and Climb skills would be better design.
Just right
We need a skill system that supports a wide range of activities but also doesn't have a skill list that looks like a telephone directory.
FINAL ULTIMATE MASTER SKILLS LIST, MK 2
Here's the new starter skill list. (More skills will be added as writers need them; for instance, if the heroine learns how to give massages in Bangkok, we can add the Massage skill.)
Each skill has a level from 0 (rookie) to 10 (legend). Training or practical use of a skill can make your heroine level up.
Charisma (social interactions)
Dance
Driving
Firearms
First Aid
Hand-to-hand
Party Animal (alcohol/drugs consumption)
Sexpertise (skill in bed)
Sports
Tradecraft (spy stuff)
I know what you're thinking: isn't this too vague? And the answer would be yeah...except for the clever bit.
THE CLEVER BIT
Each skill can have a number of "specialities". These are different from skills because the heroine either has them, or she doesn't; they don't each have their own level.
Example specialities:
Dance: Cheerleading, Pole Dancing.
Drive: Car, Motorbike
Hand-to-Hand: Officer Self Defence, Muay Thai
Sexpertise: Anal, Deep Throat, Masochist
Sports: Climbing, Running, Swimming
Sometimes it's easiest just to see things. Here's how this might look on a character sheet:
(This agent has Dance +2 with no specialities; Drive +1 with the Car and Motorbike specialities; and Sports +2 with the Swimming speciality. The green bars show her progress to the next level.)
How this works
You don't need to be a specialist to do simple tasks (like dancing in a nightclub, or riding a jetski). The heroine uses her Dance or Drive skill for these.
Some tasks (like pole dancing, or riding a motorcycle) are for specialists. If the heroine has the Pole Dancer or Motorbike specialities, she can do these things without a problem; again, she just uses her Dance or Drive skill.
If she doesn't have the required speciality, the task difficulty increases by one level (so a Routine difficulty motorbike task is Hard if you're not a biker). She still uses the same skill, but she's less likely to succeed.
The point of this feature
Simplifies the skill list. The heroine now has one Dance skill, not separate levels in Pole Dancing, Cheerleading, Nightclub Dancing, etc.
Still lets us model the heroine in complex detail. A heroine with Sexpertise +2 (and no specialities) is great in bed, but will struggle with things she's not into (like deep throating and anal). A heroine with Sexpertise +0 (and the Anal speciality) is okay in bed, and okay at anal.
A heroine with Sports +0 (and the Climbing speciality) is only moderately athletic, but she does climbing. She can scale the wall to escape (if her fitness holds out). A heroine with Sports +3 (no specialities) is very athletic, but has no climbing experience. She may still be able to climb the wall through her sheer athleticism.
I feel like I've spent way too long on this feature already; but it's a core problem identified in the MFAGA 2 plan, and if we don't fix this in a way that it stays fixed then it makes every single scene in the game slower to write, for me and for future contributors. I'm feeling pretty good about this solution, but it will be a few days before we start actually coding it, so please help with critiques/feedback.
Comments (12)
If I may suggest, you may want to make some of your basket skills a little more vague, actually. Adding in specialties down the road is likely less trouble than a whole new basket that you will have to go back and check into. Example: Firearms to Aim, in case you want to throw in a scene with a bow and arrow. First Aid to Medicine. I expect having a skill to counsel or console others (medicine for the heart and mind) might have a place> Dance to Perform. Singing and stripping might live more comfortably under that. A Perception skill might be needed. If it's a spy story, spies have to notice things all the time. Empathy for people, finding clues, analyzing patterns, while I imagine Tradecraft (that's a good one) is more using tools and techniques with what you find. Good luck!
A lot of emphasis on the framework, very little emphasis on plot development. Bangkok 2021?
Anand, sorry, I know you brought this up in an earlier comment which I meant to address. This is a complex issue but you guys deserve a serious answer; I'll try to cover it (and Hornguy's comment from a couple days ago along similar lines) in tonight's week end report (or early next week if time runs away with me)
It looks like a good system to keep complexity in check, while still modeling reality fairly well. After all even if you don't know any German, you can still communicate good enough in German if you speak good Dutch. Keeping the skill list from bloating up over time will be hard work though. It's easy to add things as you need them, it's hard to keep those additions as generic as the initial list, merging them as necessary.
Yes exactly, bloat is the danger here
sounds good! Also on a first glance I read 'Write reports' as 'Watersports' so that's a whole 'nother thing I'd have to talk to my therapist about if I had one.
When Female Agent is complete, I intend to show it to a therapist and ask them what's wrong with me
Is it me or are there no language or knowledge skills in that list? i.e the school stuff. I suppose you could make a linguistics skill with language specialism and a profession skill with specialisms for the professional training areas. Law, international relations et al. After all are we expecting everyone to be able to translate the Cicero quote?
I originally planned to use languages like skills, but on reflection writing a dialogue scene that took skill rolls into account would be an absolute nightmare for a writer. I do want the game to support language barrier scenes, but we'll probably handle it separately from the skill system (i.e. the heroine either speaks Russian or she doesn't, we don't try to model her fluency using the skill system.) As for the degree subjects – Psychology would probably be a speciality of Charisma, but the others may need to become their own master skills (or possibly we introduce a new General Knowledge master skill, with specialities like Law and International Relations)
How modular are the skill categories themselves? The specialties are good because you can theoretically add any specific scenario under the skill category it fits into, but do you have a plan or an idea for how to handle skill expansion should it become necessary? To use your finances example, where does that fit? It doesn't seem like it settles into any of the above categories, so, for arguments sake, would it be relatively simple for you to add and seed another category, in this case let's call it "Intellect", to accommodate this? That's the only catch I can see at this point, how modular is the overarching system and does it need to be finalised now or can it be added to later. Still, I don't know shit about coding, so...
This is astute because that's where I think we could trip up in the future. It's trivially easy to add new skills, but that's how we'll overcomplicate this if we're not judicious about that. But yeah, absolutely we can (and will need to) add new master skills.
Really like how this looks! Can't wait to see how it works!
