Language And Tone¶
The worldview should influence the language of prompts, dialog, UI labels, wiki text, journal entries, and scenario framing.
Use Writing Style Scheme for player-facing prose. This note adds the deeper intention behind that style.
The language should treat the world as physical, observable, and uncertain. It should prefer attention over revelation, cost over reward, relation over ownership, and memory over unlocks.
Prefer¶
- read, trace, test, notice, mark, remember
- ground, weather, body, track, sign, route, hunger, shelter
- cost, pressure, dependence, risk, attention, choice
Use Carefully¶
- spirit
- ritual
- omen
- possession
- calling
- debt
- ownership
- wealth
These words can be useful, but they should not settle the metaphysics too easily.
Avoid As Default Framing¶
- destiny
- chosen
- objective
- quest giver
- reward
- loot
- enemy
- resource node
The game can still have tasks and rewards internally. The player-facing language should make them feel like situated decisions rather than a checklist economy.