Violence in Missions #715
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Since you can't control the attitude of a crew (if you took all sharp pointy objects away, a sufficiently insistent crew would still find a way to employ violence), nonviolence on bridge sims can be broken into two dimensions that are controllable by game designers:
Tool InputsAgnostic of story, you could run a ship without torpedos or phasers. While doable, that limits available tasks to crew members. Not only that, zapping asteroids is not of particular moral peril and can be a lot of fun. So, I think the goal is to make it so the tools available to a crew are hard to hold in a violent way.
Offering tools that are hard to hold in an inherently violent way is the first step. Narrative OutputsStory writers are in control of the most important consequences stemming from violence. I would expect that narrative game state would change based on actions deemed as "violent". This bit is admittedly a bit squishy, but if players have a slate of choices in front of them, some of those choices may include post-conditions that modify some moral reputation score, or that inherently flag that a certain branch was taken in the narrative that opens/closes future options. For example, if a ship shows up and you blindly open fire, the simulation needs to:
Simulation outputsAs noted before, there are non-narrative mechanics that could track violent actions, either logging events ("$playerShip deployed a thing that got too close for comfort/harmed this other entity") or flattening down to some moral reputation score that's easier to check. These simulation outputs would be deterministic mechanics, things like "If entity X that originated from $playerShip enters the proximity of entity Y, then inflict Z blamePoints on $playerShip". Moral simulations are something I may need to reflect on further, but being able to key moral impact along a few dimensions ("Are we friends? How surprising is this event?") may unlock richer narrative potential. Whatever the simulated output, it needs to be easily legible within the narrative engine, so that storywriting can be terse and say "If you employ violence, here are the obvious consequences" and the reactions are natural without being overly verbose. Storytelling thoughtsTypical hero's journey stories are going to lean more on defeating some antagonistic force. Ursula K. Le Guin proposed "carrier bag fiction" as an alternative. This would feel very different from your classic mission structure, perhaps being less like Escape Velocity and more like Animal Crossing. I'm leaving that out of scope here, but the TTRPG Wanderhome might be some source material. More notes here: https://brentjanderson.com/writing/nonviolence-and-mechanics-in-bridge-sims |
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Violence of some form or another is built in to bridge simulators. Space is dangerous and it's often necessary to use force to protect oneself, at very least from debris, other times from hostile ships.
However, I don't want to encourage or glorify violence.
My brother wrote an interesting essay about violence in bridge simulator missions: https://www.brentjanderson.com/writing/violence-in-interactive-storytelling
So there's a balance: Not having some kind of defensive systems on a ship could be dangerous, and at very least limit the number of stations on a ship. And even if we remove torpedos and phasers, it's still possible to use probes, tractor beams, or the ship itself to perform acts of violence. I don't think limiting violence in the game is solved by changing the mechanics.
Which means if we want to promote non-violence, the story is the most powerful tool we can use. A few ideas:
What other ideas do you have that can minimize the violence in missions while still providing interesting storylines and meaningful work for the Tactical/Weapons officer?
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