chore: move grim presentation and teen rating target to game design overview

pull/17/head
VinPropane 2026-04-03 20:09:02 -04:00
parent 193001c92b
commit aa655d7a6f
2 changed files with 12 additions and 3 deletions

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@ -8,6 +8,16 @@ Neon Sprawls design work here starts from **concrete visions** of progression
**Hybrid progression:** [progression.md](progression.md) (vocabulary + why gigs + skills). **Gig** detail: [gigs.md](gigs.md). **Skills** + **seams**: [skills.md](skills.md). **Loose ideas:** [`brainstorm/`](brainstorm/README.md).
## Presentation and target rating (vision)
**Intent:** The world and systems can carry **very grim** **ideas** (e.g. noir crime, body horror *as fiction*, exploitation as something the story *condemns or resists*). **On-screen presentation** stays **restrained**—implication, silhouette, report text, off-camera beats—not graphic **adult-only** depiction. **Overall product goal** is roughly a **teen-oriented** band (think **ESRB Teenclass** framing); **exact** labels, cuts, and territory rules are **out of scope** for per-skill design docs.
**TODO**
- Lock **target band** with stakeholders and (when relevant) compliance counsel—not a commitment to a specific board outcome until submission.
- Write **content guidelines**: grim **concept** vs acceptable **depiction** (UI, cinematics, props, loot naming) before heavy production on sensitive beats.
- Track **regional ratings and storefront policy** (PEGI, CERO, platform rules, etc.) when we approach release—do not block skill or quest design on that in early vision work.
## Artifact index
| Document | Focus | Notes |
@ -38,7 +48,7 @@ Link new files here when they exist; remove or rewrite this subsection once the
- **Social play** — squad scale, corps, trust, betrayal affordances, async cooperation.
- **Encounters & enemy roles** — archetypes, what a fight teaches, variety without noise. **Skill + gig split runs:** [brainstorm/hack-bodyguard-missions.md](brainstorm/hack-bodyguard-missions.md).
- **Onboarding** — first session hook, clarity vs. mystery, how much systems the new player sees.
- **Tone & narrative** — how lore shows up (quests, environment, UI), voice of the world.
- **Tone & narrative** — how lore shows up (quests, environment, UI), voice of the world. **Presentation / ~teen rating target:** [Presentation and target rating (vision)](#presentation-and-target-rating-vision).
## Related repo docs

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@ -68,7 +68,7 @@ Layout mirrors **[gigs.md](gigs.md) gig roster**: one **table per category**, **
|-------|----------------|--------------|
| **Salvage** | Wrecks, derelicts, e-waste pulls, stripped chrome. | — |
| **Extraction** | **From the earth:** mined or drilled feedstock—synth ores, rare earths, geological substrate for industry (subsurface and natural seams, not the city stack). | — |
| **Harvest (bio)** | **Organic feedstock** for chem, medtech, or food chains: cultured tissue and fungal mats **and** deliberately **grim** sourcing—e.g. **morgue** break-ins, **blood** and **tissue** theft, black-market organics. | **Concepts** stay **very grim**; **presentation** (UI, cinematics, props) stays **below adult-only explicit**—implication and noir, not graphic exploitation. Regional storefront rules still **open** |
| **Harvest (bio)** | **Organic feedstock** for chem, medtech, or food chains: cultured tissue and fungal mats **and** deliberately **grim** sourcing—e.g. **morgue** break-ins, **blood** and **tissue** theft, black-market organics. | Grim **concepts** in scope; **how we show it** and **target rating** are **vision-level**—see [overview.md](overview.md) |
| **Quarry / bulk** | **Salvage at civic scale** from **buildings and city infrastructure:** aggregate, structural demo recoverables, fill and mass for concrete—**built environment**, not the earth seam. | Intentionally **not** **Extraction** (earth vs **infra**); fine-grained urban scrap lives in **Salvage** vs bulk **Quarry****open** |
#### Process — turn raw into workable intermediate
@ -204,7 +204,6 @@ Beyond raw level, **mastery tracks** and **perks** ([E2.M3](../decomposition/mod
| Social skills category | **No** dedicated **Social** skill family or tracked negotiation/fixer/fence skills—outcomes live in **rep**, **quests**, **economy**, and other systems if we need them | Agreed |
| Low-gig specialist | **Viable** to focus progression on **skills** (gather/craft/tech) with **low gig levels**; economy loops must not **hard-gate** on high gig rank | Agreed |
| Skill roster size | **Opening** v0 list is strong; **add skills** pre-launch as needed—**breadth** is a feature | Agreed |
| Grim fiction vs presentation | **Concepts** can be **very grim**; **presentation** (UI, cinematics, props) stays **below adult-only explicit**—implication and noir, not graphic exploitation | Agreed |
| Gig XP award | **Main gig only**; **sub-gig** earns no XP—see [gigs.md](gigs.md) | Agreed |
| Epic 2 doc split | Align modules when gig data model is chosen | TBD |