Hi,

I spent a little time today discussing with Aurélien on the current state of
hackit gameplay/context. I put here the notes, it's not very organized (I'm
not priorising long term/short term or filtering what is reasonable or not).
I hope it can nurture the discussion, both for the short term missions
brainstorm and also on the overall context/atmosphere of the game :

- if we assume that the organization that contacts the player is some sort
of eco-warrior NGO, dedicated to many activities related to preserving the
environment (with some official and some secret activity), we can imagine
that there are different departments in this organization, each one
representing one of the gauge we have in our gameplay. For instance, we
could have propaganda&communication department, R&D and intelligence
(gathering information), resources (hacking (or some other term) web site
for the organization to increase its control over the web), etc. Then, after
the first few minutes of gameplay, we could start being contacted by a
member of each department that will help the player fill the respective
gauje representing this department. 
This way, each gauje would generally correspond to a type of mission, but
would leave the door open for surprises. For instance, the resources
department could at some point need some information, therefore asking for
an information gathering type mission. This looks better to me than having
mechanical and artificial gauje that represent an abstract type of mission.
We could incarnate it with the picture of each person that contacts us,
associated to the gauge of his department. 
Also, for the storytelling, it opens the path for competency between the
various departments, either because of power struggle or different
ideological views. The way it can exist in the gameplay : Ex 1, missions
that ask for contradictory actions. Ex 2, mission that asks the player to
find an information that another department is also looking for => would be
an easy win for the player (he already did the job of looking for the info),
but I think can be fertile in terms of storytelling.

- I like the idea of having, for each gauge (ie each department if we follow
the idea above), a set of repeatable missions related to the activity of the
department. And from time to time, we add a more elaborate mission that can
be part of a campaign involving one or more departments. This way, we don't
break the mission system, we just have a mix of automatic missions where we
can insert something different when we want some more tailored ones.
I see it like the TV show Alias, for those of you who know it. Nothing
really happened in this show imho, each episode followed the same structure
with a macguffin followed by some infiltration/fighting, with regular
variations related to the kind of macguffin and the place where the fight
took place, and from time to time, a specific mission that would slightly
change the vision we have of the characters and reveal some secrets about
their past or about the different organizations fighting for the power. But
I don't see this storytelling as a straight line, but more as circles that
create variations around a very simple and repetitive structure - and it
worked well, according to me.  

- If we keep the mechanism of the 'scan' feature (do an action on a web page
with a probability of success, but not own the page - this is the 'hack'
action), we can rename it and use it for different purposes in missions :
clean a page from a virus, retrieve an information hidden in a page, attack
a web page and infect it (without gaining control over it). I've added the
latter on the mission page.

- question about the failure conditions. Can the player fail a mission, I'm
not sure, what do you think ?

- The external threat : not very original, but why not start with something
like the trilateral commission
(http://en.wikipedia.org/wiki/Trilateral_Commission) , which could be a
quite natural opponent to the environmental NGO, and with enough power to
create some interesting confrontations. The player might not have direct
interactions with this opponent at the beginning of the game.

- I like the idea of using card stories in our game, as part of missions. It
would create a nice virtous circle ;) Main issue is how the storytelling can
incorporate it without making it look artificial. Maybe related to the
funding of the organization, which uses opaque circuits to fund itself, for
instance by using web games where people pretend to pay to play but actually
secretly fund the organization. I don't know. And there is no virtual money
in our card game, so it's not a good idea maybe. But I still like the fact
of thinking how the organization funds itself. And the fact of integrating
Card Stories. But we don't have to link the two. Thoughts ?

- To finish with, another idea of mission that can be user generated (adding
it now to the missions page) : hiding information on behalf of the
organization. The organization does not want its secret info to be
centralized, so it's asking the player to hide it somewhere on the web, and
to give in exchange a secret code that should make it possible to retrieve
the information. Then, this can become a mission for other players, who must
retrieve the information with the code. Then we could follow the card
stories gameplay : if some players find the information but not all of them,
it means that it was hidden with the adequate level of difficulty, and the
player who hid the information wins. If no one or everyone finds it, then he
loses. What do you think ?

Sorry for the long mail :)
D

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