STORY

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Gyre: Nova State has an adaptive story.

What does "adaptive story" mean?
Instead of scripting the entire story with a fixed or branching sequence of events the game creates a chain of events based on the actions of the player and NPCs. These events are linked to form a cohesive narrative.

How is this possible?
In large part this is due to our characters having a "mind". Their minds are capable of not just having goals but also of having emotional reactions to the events they witness and experience. NPCs are capable of dynamic reasoning and can have complex behaviours complete with rational and irrational beliefs.

Why does this matter?
To be able to grow a story in real-time while keeping it both meaningful and interesting, characters must be able to dynamically look at their environment, reason about what they are seeing, and ask questions. Does this bother me? Should I help? Should I run? Should I fight? Should I try to persuade? Believable behaviours for characters are a key ingredient of a good story and necessary for everything the player sees to make sense.

What about dialogue? How can that be done with an adaptive story?
Yes, there is dialogue. The game prefers the "show don't tell" narrative approach, however, dialogue is an essential part of character interaction when there is information to be communicated either from or to the player. Dialogue is generated partly from a template system and partly from a language grammar using natural language generation techniques to create realistic conversations.
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OPEN WORLD

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The Places

This steampunk-inspired world is based on an alternate history starting from the mid-1800s. Mechanized cities commonly referred to as “gyres” sprang forth and became focal points for massive populations.

In this world you are free to explore mines, cities, outposts, and the hard road in between. Each city has a different feel and can start to look different over time depending on what happens in your story. A gyre is a living mechanical construct controlled by its Corpus - a council of Ascended citizens.

The People

In Gyre: Nova State, humans moved to take on android form after the scientific discoveries that came from widespread unrestricted technological experimentation.

With immortality ever-present, the relationships you form are critical to long-term survival. You can interact with anyone in the world. What they say and do is based on your history with them, what they've heard about you, and if you have an affiliation with someone they know. Their reactions are influenced by factional attitudes, such as, how their faction feels about yours.
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STYLES OF PLAY

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Combat

Combat includes cover mechanics and some special parkour-style maneuvers. Weapon choices include melee, psionic and ranged versions crafted from multiple parts allowing for massive customization.

Stealth

Stealth you say? In a half-ton bodyframe? Yes, made possible by special crafting materials, dampeners (physical, visual and acoustic) and magnetic technologies. Stealth actions grant the player the ability to stay hidden, gather intel and strike with little or no warning.
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Diplomacy

Non-violent, diplomatic options are available to you. NPCs and groups behave and act differently depending on how you treat them. If you share important information with someone, truthful or otherwise, the nature of your relationship with them will influence how that is used and how they ultimately act.

Intrigue

Engaging in intrigue often involves uncovering secret plots. Use your character's ability to convince, argue or bluff your way through situations. Investigate by overt or covert means to discover the machinations of the powerful or rebellious.
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