[color=rgb(0, 153, 0)]From a technical point of view, all variables in StoryNexus are global: there’s no scoping. This being the case, fewer variables, global or otherwise, are c.p. better, if you use them appropriately, because it entrains simpler, more elegant behaviour. By ‘appropriately’ I mean intentional overlap, not arbitrarily reusing them to keep the list short, which, sure, is a well of bugs.[/color][color=rgb(0, 153, 0)]
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[color=rgb(0, 153, 0)]From a game design point of view, fewer qualities means richer potential for interesting interplay, because it’s easier for one storylet to have an outcome that affects another.[/color][color=rgb(0, 153, 0)]
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[color=rgb(0, 153, 0)]From a content creation point of view, every quality is a cheque you eventually have to honour, or leave players feeling let down. If you have fifty qualities, it’s harder to make each of them provide interesting outcomes than if you have three.[/color][color=rgb(0, 153, 0)]
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[color=rgb(0, 153, 0)]From a storytelling point of view, it encourages a degree of discipline in seeing if there are any loose ends you can tie up.[/color][color=rgb(0, 153, 0)]
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[color=rgb(0, 153, 0)]From a logistical point of view, it’s just easier to organise![/color][color=rgb(0, 153, 0)]
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[color=rgb(0, 153, 0)]But it’s a design, not an implementation, guideline. By this I mean if you try to squeeze distinct behaviour after the fact into a quality that wasn’t appropriate for it, then it’s at best clumsy and at worst buggy. (The way we reuse Seeking… inappropriately with Set To in Mahogany Hall is an excellent example of this and a direct result of me explaining the principle badly: it basicallly meant we couldn’t reuse Seeking… after that). I think this is Gordon’s point. The weirdness around Dramatic Tension is the result of the flavour, not the parsimony: honestly, I like the flavour, but it’s unusually meta and I can see why some people wouldn’t.[/color][color=rgb(0, 153, 0)]
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[color=rgb(0, 153, 0)]It’s not an absolute good. Nightmares is a nicely parsimonious quality: narrow enough to have real flavour, broad enough to be called into service everywhere. But it would be a terrible waste to roll the distinct dream-trackers all into one ‘you are having dreams’ quality, even though that might mean seven fewer qualities.[/color]
[color=rgb(0, 153, 0)]>4,000 storylets and I’ve got 100[/color]
[color=rgb(0, 153, 0)]I think that if you went up to 4000 storylets and multiplied your total number of qualities by 40, you might find that you regretted it. We have 923 qualities right now, and I think that FL would be better with about half that number. And dull with a tenth that number,[/color][color=rgb(0, 153, 0)]
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[color=rgb(0, 153, 0)]tl; dr: Quality parsimony is the SN equivalent of ‘omit needless words’. The trick is in working out what’s needless, because ‘omit words’ isn’t a helpful rule to live by.[/color]