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:
And here's a list of things she'll probably do in side quests:
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.
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:
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
The point of this feature
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.
Iain
2020-08-15 21:24:39 +0000 UTCAnand
2020-08-15 21:03:52 +0000 UTChornguy6
2020-08-15 02:05:04 +0000 UTCErin Blanche
2020-08-14 08:09:30 +0000 UTCCrushstation
2020-08-14 07:38:36 +0000 UTCCrushstation
2020-08-14 07:37:00 +0000 UTCCrushstation
2020-08-14 07:36:33 +0000 UTCCrushstation
2020-08-14 07:36:12 +0000 UTCCrushstation
2020-08-14 07:33:12 +0000 UTCAnand
2020-08-14 06:48:14 +0000 UTCCofi
2020-08-14 00:44:59 +0000 UTCAntilles
2020-08-14 00:37:36 +0000 UTCIain
2020-08-13 21:48:32 +0000 UTCMordschlag
2020-08-13 20:48:32 +0000 UTCelmagio
2020-08-13 20:14:12 +0000 UTC