Studio: Creative Project #3
- Cameron Tolentino
- Jan 13, 2021
- 2 min read
Project Title: [PYG]MALION* Current Timeline: https://drive.google.com/file/d/13tJXyVm7UDcj951jFsw9mf3LHEVehYW9/view?usp=sharing Short Description: A visually surreal, choice-based game that explores modernism and abstract futility.

Refining Mechanics
In this work period, I first spent a significant amount of time refining mechanics.
For example, the stat system and tag systems are now intertwined. Using dialogue as a means of input, players will build or reduce personality stats over time, which in turn will influence their tags.
With that in mind, there are 4 personality stat sliders:
Friendly VS Aggressive
Charming VS Abrasive
Honest VS Deceptive
Impulsive VS Logical
And 3 conviction stat sliders:
Contingent VS Independent
Merciful VS Merciless
Swerve VS Verse
Here is a general example of how it works:
A coworker approaches. "Hi, how are you today?"
> "I'm good, how about you?" I smile. (+FRIENDLY)
> "Every moment I live is in agony." I jest. (+CHARMING)
> "What about you?" I deflect. (+DECEPTIVE)
> "Well enough," I answer. (+LOGICAL)
> Not wanting to talk, I throw myself behind a couch. (+IMPULSIVE)
Stat changes would be hidden by default; however, I'll consider adding a mode that lets the player toggle them if I have enough time toward the end of the project.
Moving on, any time a player gets more than 70% in any particular stat, they will get a tag by association. So, if a player consistently chooses impulsive options, and reach 70%, they would get a tag called [No Self Control] which would manifest itself in various ways around the House, like touching something automatically when other players have a choice.
It's not permanent-- players will be able to gain or lose tags by switching up their personality stats-- but conviction stats change much, much more slowly. Furthermore, as the game progresses, stats changes will be less drastic.
Writing & Twinework
In addition to hammering out the stats system, I finally established a workflow and began creating some form of prototype in Twine of the actual game.
Originally, I was writing directly in Twine, but I found that working in Word and then transferring over helped eliminate a lot of spelling and grammar issues. I have about two sections done, but after outlining my overall story, I'm switching to a more visual interface and narrative.
Left: Manuscript. Highlighted words are cycling variables. Arrows denote links and choices.
Right: The new Twine file. Each section correlates to manuscript. (Ex: Blue = Intro: Genesis)
Exercising Style
Finally, I experimented a bit more with the limited palette style I developed last time. While this was more an exercise to try and further develop a specific tone, I did experiment with designing the President and the Partner (masculine vers).
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