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library:blog:poi [2023/10/06 00:53] – created adminlibrary:blog:poi [2025/03/30 06:28] (current) admin
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 **Aim:** To document the concept of the Point of Interest methodology. **Aim:** To document the concept of the Point of Interest methodology.
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 +~~PAGEIMAGE:<library:blog:poi_0.png>~~
  
 ===== What is a Point of Interest? ===== ===== What is a Point of Interest? =====
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 **Note: **POIs are not inflexible classifications, unless necessary, do not explicitly identify POIs or the **Radius of Interest ROI**. **Note: **POIs are not inflexible classifications, unless necessary, do not explicitly identify POIs or the **Radius of Interest ROI**.
  
->**Anecdote: POI Analogies** +>**Anecdote: POI Analogies**\\ In a stageplay, the POI can be recognized as the “anchor” or a “spotlight” on something. Then, all other elements on-stage will be remembered as peripherals “revolving” around the POI. If there is more than one POI, components will exhibit behaviour similar to planetary orbits.\\ The purpose of a POI is to act as an anchor for the current narrative elements to revolve around. Hence, there should never be more than a handful of POI that is recognizable in the player’s conscious domain. An abundance of POI will invalidate this purpose.
->In a stageplay, the POI can be recognized as the “anchor” or a “spotlight” on something. Then, all other elements on-stage will be remembered as peripherals “revolving” around the POI. If there is more than one POI, components will exhibit behaviour similar to planetary orbits. +
->The purpose of a POI is to act as an anchor for the current narrative elements to revolve around. Hence, there should never be more than a handful of POI that is recognizable in the player’s conscious domain. An abundance of POI will invalidate this purpose.+
  
 ===== An Example POI Spatial Scale System ===== ===== An Example POI Spatial Scale System =====
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 A POI’s radius of interest is an abstract region around a POI, to whom the POI concerned. All elements inside this radii are in some form relevant and in immediate reach of interaction with the POI. There must not be any precise length of this radius, only __descriptors of the radius’s extent/influence__. A POI’s radius of interest is an abstract region around a POI, to whom the POI concerned. All elements inside this radii are in some form relevant and in immediate reach of interaction with the POI. There must not be any precise length of this radius, only __descriptors of the radius’s extent/influence__.
  
->**Examples:** +>**Examples:**\\ //A brawler in a fight will have a radius of interest as far as arm’s length, if not greater, as per a region where his indomitable combat prowess may extend to. This is similar to the trope of swordsman's zones. Where they tacitly understand the region and what they’ll be cut down once enter.//\\ //For the purpose of overland travel and wildlife mapping, beasts who wander in the **Overview Level of Perception** will have a radius of interest as far as their territory. When they are encountered, the ferocious domain a beast may pounce in, chase and bite in is its radius of interest in the **Tunnel View Level of perception**.// 
->//A brawler in a fight will have a radius of interest as far as arm’s length, if not greater, as per a region where his indomitable combat prowess may extend to. This is similar to the trope of swordsman's zones. Where they tacitly understand the region and what they’ll be cut down once enter.// +>\\ //A plague raging through a town will have a radius as far as the pathogen reaches.//\\ The best analogy for the radius of interest is that of a cloud. It is a vaguely defined region of influence. Akin to an electron cloud. 
->//For the purpose of overland travel and wildlife mapping, beasts who wander in the **Overview Level of Perception** will have a radius of interest as far as their territory. When they are encountered, the ferocious domain a beast may pounce in, chase and bite in is its radius of interest in the **Tunnel View Level of perception**.// +
->//A plague raging through a town will have a radius as far as the pathogen reaches.// +
->The best analogy for the radius of interest is that of a cloud. It is a vaguely defined region of influence. Akin to an electron cloud.+
  
 ===== Engagement with a POI ===== ===== Engagement with a POI =====
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   * Allow the element to re-engage due to the element’s agency or the world’s (GM’s).   * Allow the element to re-engage due to the element’s agency or the world’s (GM’s).
  
-{{https://lh5.googleusercontent.com/MtIwBdT-k9RN5YeY7PT9asE1Xsk_RkB3xE1EvWzhVeMGiP63hnki5hfn1ZRsUjeA1z29SNCNtR-xbQEhQjj-XjzRGnXUel-FBEI-8_WPvnQTociHoNmmcq_HJhB4ZO_FNZBPRt7L=w400-h301?400x301}}+{{ :library:blog:poi_0.png?nolink }} 
  
 ===== Establishing a POI ===== ===== Establishing a POI =====
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 It is worthy of note that an important, foci narrative element does not need to be identified as a POI. Identify narrative elements as POI as they are required. It is worthy of note that an important, foci narrative element does not need to be identified as a POI. Identify narrative elements as POI as they are required.
  
-{{https://lh5.googleusercontent.com/-m45AyWXPdzcldHuzP8MStUqSqaXb2kNm01o77XmD4RLdu2Yx61bzhpJO_lPrFkAccvkWRbrcJk7JovbV9TsOCgbQpd9BGJRum7tb7xDPxrjKmRhX3wvkZjMPem4NOcVDWzqBSIZ=w200-h160?200x160}}+{{ :library:blog:poi_1.png?nolink }} 
  
 ==== Cascaded POI ==== ==== Cascaded POI ====
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 Escapees who have already left the scene can no longer be pursued within the current scene. The chaser must reignite their pursuit in an alternative scene. To do so, the chaser needs to exit the scene themselves. Escapees who have already left the scene can no longer be pursued within the current scene. The chaser must reignite their pursuit in an alternative scene. To do so, the chaser needs to exit the scene themselves.
  
-====== Advanced Utilisation of POI ======+===== Advanced Utilisation of POI =====
  
 The POI system fundamentally caters for information control and player agency manipulation. The POI system fundamentally caters for information control and player agency manipulation.
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 This character is outside of the immediate camera in an unknown circumstance to the PC. This character is outside of the immediate camera in an unknown circumstance to the PC.
  
-//For example, the thief transfers the chest to an accomplice. Without the knowledge of this, the thief will retain an “apparent” POI from the player’s perspective. Unless explicitly examined (ideally with a telegraphed clue), the thief will remain as the POI of the scene. Using the properties of ignoring [Floating] elements as redundant information to the POI, the real POI is hidden. When this lie is discovered the POI on the thief will be lost. When the thief loses that POI, they will become [Floating] unless otherwise engaged. Meanwhile, the POI shifts to this unknown accomplice who is somewhere in this town and effectively out of the scene.//+>//For example, the thief transfers the chest to an accomplice. Without the knowledge of this, the thief will retain an “apparent” POI from the player’s perspective. Unless explicitly examined (ideally with a telegraphed clue), the thief will remain as the POI of the scene. // 
 +>\\ //Using the properties of ignoring [Floating] elements as redundant information to the POI, the real POI is hidden. When the lie of the chest being bsent from the thief is discoveredthe POI on the thief will be lost. When the thief loses that POI, they will become [Floating] unless otherwise engaged. Meanwhile, the POI shifts to this unknown accomplice who is somewhere in this town and effectively out of the scene.//
  
 This effect is effectively tunnel visioning. This effect is effectively tunnel visioning.
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 ==== Attention and Information Scope ==== ==== Attention and Information Scope ====
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 Narration of plot time action only concerns the current source of attention, the POI’s. Any external, unaccounted for information (Such as environment details and floating elements) must be actively acquired by the character as it is merely on the rim of their attention. Furthermore ignored information will be excluded from the narration and effectively become hidden. If players fail to record, account or acknowledge the existence of ignored elements, those elements effectively become in [Floating] State. Narration of plot time action only concerns the current source of attention, the POI’s. Any external, unaccounted for information (Such as environment details and floating elements) must be actively acquired by the character as it is merely on the rim of their attention. Furthermore ignored information will be excluded from the narration and effectively become hidden. If players fail to record, account or acknowledge the existence of ignored elements, those elements effectively become in [Floating] State.
  
->//For example, when the thief stole the chest from the merchant's hands, the POI is lost on the merchant and the thief gains the POI. The narration will focus on the thief at this point. The GM’s narration will no longer concern the merchant anymore as they are no longer the source of attention. Hence, no mention of the surroundings or the merchant’s reaction shall be mentioned until the PC chose to deliberately seek out that information. Therefore, the merchant is effectively hidden to the PC unless they choose to re-engage the merchant again.// +>//For example, when the thief stole the chest from the merchant's hands, the POI is lost on the merchant and the thief gains the POI. The narration will focus on the thief at this point. The GM’s narration will no longer concern the merchant anymore as they are no longer the source of attention. Hence, no mention of the surroundings or the merchant’s reaction shall be mentioned until the PC chose to deliberately seek out that information. Therefore, the merchant is effectively hidden to the PC unless they choose to re-engage the merchant again.//\\ \\ //**Hitori:** “I was just talking to the merchant, did the thief just take the chest under my eye? Can I stop it?”//\\ \\ //**GM:** “Hitori, you were engaged with the merchant as the thief snatched the chest. You may intervene.”//\\ \\ //*Hitori failed to intervene.//\\ \\ //**GM:** “The POI is now on the thief. It withdrew from the merchant and disappeared into the crowd. You are withdrawn from the thief right now.”//\\ \\ //**Hitori:** “Fucking after 'em!”//\\ \\ //… In an alternate scene...//\\ \\ //**Tanin: **“By the way, I wish to examine the merchant.”//\\ \\ //**GM:** “Little did Hitori know, the merchant’s gasp twists into a grinch grin…”//\\ \\ //**Tanin: **“Damn… This is some good kebab.”// 
->//**Hitori:** “I was just talking to the merchant, did the thief just take the chest under my eye? Can I stop it?”// +
->//**GM:** “Hitori, you were engaged with the merchant as the thief snatched the chest. You may intervene.”// +
->//*Hitori failed to intervene.// +
->//**GM:** “The POI is now on the thief. It withdrew from the merchant and disappeared into the crowd. You are withdrawn from the thief right now.”// +
->//**Hitori:** “Fucking after 'em!”// +
->//… In an alternate scene...// +
->//**Tanin: **“By the way, I wish to examine the merchant.”// +
->//**GM:** “Little did Hitori know, the merchant’s gasp twists into a grinch grin…”// +
->//**Tanin: **“Damn… This is some good kebab.”//+
  
-====== Why do we Use Point of Interest? ======+===== Why do we Use Point of Interest? =====
  
 A “theatre of the mind” approach in tracking positional information compromises a rigid formal system. It’s a lazy way of saying: “You can play miniature warfare in your head”. We can do better than reimaging miniature-based, wargaming gameplay on a grid in our heads. The wargaming form of thinking is rooted in sandboxes and the idea of **absolute position**. Instead of adapting an existing form of thinking, we can adopt a gameplay system designed precisely for “theatre of the minds”. A “theatre of the mind” approach in tracking positional information compromises a rigid formal system. It’s a lazy way of saying: “You can play miniature warfare in your head”. We can do better than reimaging miniature-based, wargaming gameplay on a grid in our heads. The wargaming form of thinking is rooted in sandboxes and the idea of **absolute position**. Instead of adapting an existing form of thinking, we can adopt a gameplay system designed precisely for “theatre of the minds”.
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 **Example: Buildings and Streets** **Example: Buildings and Streets**
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-{{https://lh5.googleusercontent.com/QiIMj0gFULUUuLcnicevVfUOTcN1tvXbgCdhCQVd1cDgnVjWY6p_qHhbACm8Y7w9Curev6vK1QwsDi5lEcxoZ-3oMM9_IIQhhdrS3I95WQvWWUKtUquwgGHmha2LaMHCa6wpwPRW=w166-h200?166x200}}{{https://lh6.googleusercontent.com/ShD4yOWszKgUHoKfv-OzFWvVkGQSvzxWFkhOdhD1ANf7X4wG5NbgvbNh6KIPtxgZWGXWTYsC1tnSzogeaN8QxxwLstSh3xgeoXAvVLYTXoWVjqDpwOtewhsUp4e8gFdhBQELGUwT=w200-h123?200x123}} 
  
 **Grid** **Grid**
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   * Position tracked by absolution positions.   * Position tracked by absolution positions.
  
-{{https://lh5.googleusercontent.com/Yd4XGEXftiTKWW04hKnyOk-tv8TYcONFdQn19T4n6x-C3qjDEne8nAaouDkTQBiNDRpwVaRJ-OOPq4G0ofzLrFZpxHzAmHJwByzWjvqNCwcPyCO7JlCw9m39BykgkVQgR4TUkIDY=w320-h155?320x155}} +{{ :library:blog:poi_2.png?nolink }}{{ :library:blog:poi_3.png?nolink }}**Zones**
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-**Zones**+
  
   * Divide the stage into appropriate regions of significance.   * Divide the stage into appropriate regions of significance.
  
-{{https://lh3.googleusercontent.com/011G7QJkoPR4zjWDTva9ooG1iI9l4vl6slevoLgT-7Js-1ibdmA2QzzrCAeX9wAiNATLnHnyxJTjnyh8ADa7oa1rYUEIavT30hdUobUSwwBTNLrXfGFgc6xw7CMLdVBikGuDYUFg=w320-h170?320x170}} +{{ :library:blog:poi_4.png?nolink }}**POI**
- +
-**POI**+
  
   * Identifies focus.   * Identifies focus.
   * Ignores, yet implicitly acknowledges all other information.   * Ignores, yet implicitly acknowledges all other information.
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 +{{ :library:blog:poi_5.png?nolink }}
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 ===== QNA ===== ===== QNA =====
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library/blog/poi.1696568029.txt.gz · Last modified: 2023/10/06 00:53 by admin