Memories and Gates
You know your friend who remembers we ate turkey in 2004, even though we just said we've been veggie since 2003? Yeah, Charisma is like that friend: it remembers everything. Memories store information the player gives us for when the story needs it most. Anything from a decision they've made, to a path they've taken and even a sentence they have said, we can use Memories to make characters hyper-personal.
When Memories are used in conjunction with Gates, we can change how the story plays out depending on how a player has interacted with the story and create an experience that feels alive and influenceable.
- Word - Word memories pick out specific words from player answers and save them. The most obvious example of this is when we save a player's name. Word memories use Categories to function.
- Sentence - A sentence memory takes everything that a player said at an interaction point and remembers it.
- Decision - A decision memory remembers a decision that the player has made, or a route the player has gone down.
- Counter - Counter memories can be used to remember how many times a player has done a particular thing. You can choose to increase, decrease or set to a certain number.
Gates lock or unlock the following node of your story depending on the conditions you set. If all conditions of the gate are met, then your player will be allowed though. If not, they will be sent through an alternative route.
The conditions you can set on Gates are:
- A character matches a certain mood (Using Mood Manager. See Moods).
- A player has made a particular decision (Using Decision Memories).
- A particular memory has been saved (Using any memory).
- A counter matches a comparison (Using Counter Memories).
A gate can have multiple conditions added to it, and you can use many different gates at a single interaction point.
To see memories and gates in action in a graph, check out the example graphs.