Lol, this thread has 3 pages of tryhard reviews of the preview instead of discussion of the game.
I'm not sure how many different characteristics of a player character the game is tracking, but I know that the more of them there are, the more reactivity you would have to provide for them. How does the amount of reactivity look like in your game? Those are some questions I would have asked in an interview.
Kasparov could you lift the curtain on any of those?
Hey. Finally a question I can answer. The way we currently track "reputation" and "alignment" to use some broad, known terms, is twofold.
On the "reputation" side, there are tons of individual flags to check: did a stupid thing here, said this strange thing to this guy and now his friend knows, said liberal platitudes to this woman etc. That's the outside world. There are almost no integers here, each cause has a discrete effect. We're not counting how good / bad you are, just individual story tickets you take by making small (or large), outwardly visible decisions.
This guarantees that the world acts in a logical and interesting manner toward you.
The "original" stuff happens on the "alignment" side. We have hidden counters called "copotypes." Fascist_cop, art_cop, radical_feminist_cop, apocalypse_cop, communist_cop. Etc. There are four political, four aesthetic, and a ton of special ones. When you've hit the counter (usually 2 or 3 is enough) in a dialogue, and are walking away, you get an afterthought. (
http://zaumstudio.com/2016/08/08/afterthoughts/). Afterthought are small dialogues that pop into your head
after talking to someone. Think of them as footer notes for the main talk. One of your skills comment on what you just said. Eg Rhetoric: "man, this racism thing is really taking root" or Physical Instrument: "punching inanimate objects feels satisfying!". This dialogue, should you decide to accept it (sometimes there is no choice), gives you a
thought.
Advanced Race Theory (for racism) or Enemy of Matter (for punching inanimate things). These thoughts are now in your Thought Cabinet. The game knows you're into some pretty *racy* stuff -- or that you don't like doors and mail collection boxes.
Special dialogue options start popping up when you talk to people, or punch them. You *might* not stumble upon these options if you're unlucky, but if you do -- you unlock little nuggets of info by getting nice on comfy talking to the racist lorryman. Or communicate with walls and mailboxes by beating them up. I stress this -- repeat playthroughs will yield these secrets. Do not expect to see every thought giving you interesting personalized content. We're aiming for "most of them". Most of them should become role playing tools, giving you satisfying solutions, letting you act out your character in some pretty minute ways. (The reason we're not cramming in 20 dialogue options for each Thought is quality of writing.)
In addition to this -- let's say -- "internal reputation tracking" or "reputation of the soul", the thoughts are also items. They give you bonuses if you drag and drop them into slots in your Thought Cabinet. They will even start evolving. Most turn out to be traits, rather than perks. I don't want to get too deep into the Thought Cabinet now. Lets just say you don't have to even equip the thought, just having it checks you for dialogue options. And you can't destroy or drop thoughts -- you're stuck with them. (We're looking into a possible thought destroyer character, but no promises)
The political thoughts are just four major ones we're working on, good for demonstrating the system. In total we want there to be around 40 thoughts. It's in the mixing and matching that interesting things happen. Apocalyptic disco cop! Boring Cop / Hobocop. (never says anything interesting, only looks for tare). Even the unholy union of liberal and communist is possible.
They are adamant leftists, so probably not.
Not all of us, we have a lot of different writers. In addition to three rabid Stalinist tankies, ZA/UM has two useless liberals -- foaming at the mouth every time Beyonce releases a new "visual album". We even have a social conservative. On top of this, three of our writers identify as Christian (a rare thing for Estonia, the world's least religious nation). The game certainly has a political point, but it's not a statement, it's an argument. The way you role play it is completely up to you. If you want fascist to mean a "good thing", it will. No Truce With The Furies is more liberal than Bioware, more communist than Dzherzinski and more fascist than Geralt of Rivia's fashion sense. Doesn't mean fashism is "a good thing" for me personally -- but as a writer I empathize with *everyone*.