When using the tag info: hide it was found, that there might be multiple interpretations when using this tag. Accordingly we shortly discussed the different interpretations and how to deal with these.
Info: hide self
Some games are designs such that the player can or must hide himself to avoid detection, essentially hiding information. Even though this interpretation might be valid we proposed to add a subtree for stealth mechanics instead of adding it to _organize information_, since it more clearly depicts the intention of the action. This is also revealed that there could be similar game features that are not yet represented in the tree.
Info: keep from players
In some games the players is required to keep informations from players to progress or win (Among Us, Keep Talking and Nobody Explodes). Here it would be important to decide whether it is already sufficiently tagged by social deduction.
Info: keep from npcs
This aims at dialog options that allow the player to lie or keep information from an npc. Even though this is technically possible games usualy only provide a predefined number of options to chose from, therefore strongly limiting the possibility of a player to lie. Furthermore these special cases could either be part of narrative quest choices or this could be a pentant to stealth mechanics.
Info: hide
The final interpretation is the one that should be the actual understanding of this tag: Actively hide informationen, for example by removing information from screen, hiding or disabling information. This can apply when organizing the workspace in Papers Please or in questmenus where the player can hide quests or details about them. Note: This might be related to manage resources.
According to issue #35 we discussed the tag info: hide since it was previously found to be unclear and allowing for multiple interpretations.
Including:
Info: hide self
Info: keep from players
Info: keep from NPCs
Info: hide
Firstly we clarified that the organize information subtree would be targeted at what the player does, therefore directly differentiating from what the player character does. For example when the player is physically organizing information in the game. Furthermore according to already made propositions we tried to assign these interpretations to new or already present tags.
Regarding Info: hide self the proposition was to add a stealth mechanics tag or tree, that would allow to tag this specific feature (game mechanics). Following this we discussed whether this might yield sibling trees that should be considered. This could include info: keep since lying or leaving out information (Among Us, Keep Talking and Nobody Explodes) is a similar feature. But since this would happen outside of the game these elements can not be considered as a game mechanic.
Regarding Info: keep from NPCs we decided that it would be to narrow in scope and would be covered by moral and emotional challenges or dialog options anyway.
We concluded to start by adding stealth mechanics and considered further options when the situation arises, since possible problems would most likely show themselves in the next tagging phase (for example _combat mechanics_). Still open is the parent tree of this tag which could either be problem solving techniques or _game mechanics_. Furthermore a differentiation to skill and strategy must be made to clarify whether these mechanics might already be covered else where.
When discussing info: highlight we found that it is difficult to differentiate between varyious highlights, especially since almost all games have some form of highlights, with different purposes.
In most cases highlighting is done by the game. The player might choose what should be highlighted, involving an intention, but the process itself is done by the game. This made us reclassify this tag as a mechanic. Further differentiation was difficult and since the mechanical part of highlighting is not that important for externatlization we chose to postpone this discussion. Further discussion revealed, that manual highlights of information can also be seen as part of _info: tag_, since this is very similar to marking the information. This lead to us renaming info: tag to _info: mark/tag_. Finally we found that info: hide is also incomplete, since it should include showing information. Therefore we renamed this tag to _info: show/hide_.
After closing we added mechanics: overlay and _mechanics: read/unread_, _mechanics: vis_, mechanics: other tags some of which are similar to _mechanics: highlight_.
Previous Issues:
11
Related Changes
Open questions
15.04, Tree Iteration II:
15.04, Tree Iteration IV: