- 01Learn individual values
- 02Face a shared conflict
- 03Make a public decision
- 04Respond to disagreement
Companion values
Companions interpret the same decision through different values. A single good-versus-bad answer cannot optimize every relationship.
The player's decision
Keep your principle, favor a companion or pay more for a compromise?
Original scenario
Original setup: sparing a food thief protects a family but challenges a storekeeper companion's principles. Replacing the food offers a compromise at the cost of travel supplies.
Start with this prototype
Build two companions with conflicting values across three linked events. Show specific responses rather than moral labels. Track trust and resources, reflect cooperation in the ending and let players review known beliefs.
Change one variable
Tune conflict frequency; constant disagreement turns characters into score meters. Include shared goals and understanding.
What to observe in a playtest
Can players anticipate differing reactions, and do surprises have evidence that can be revisited?
Take the full design card
Includes rules, scope, tuning questions and sources for further planning. It does not create a project automatically.
Original analysis · version 1
Common pitfall
One preference should not replace a whole personality. Reactions must fit the situation and shared history.
Observations and sources
Cases refer to public documentation. Developers and community wikis are credited separately; document review is not a claim of hands-on testing.
- Baldur's Gate 3
The official description gives each companion a moral compass and reactions to the player's choices.
- Griftlands
Faction ties and personal opinions affect social benefits; harming someone can anger their friends.
Brief for the studio
Opens the AI studio with the brief below in the input. You can edit it. Nothing starts automatically.
Build two companions with conflicting values across three linked events. Show specific responses rather than moral labels. Track trust and resources, reflect cooperation in the ending and let players review known beliefs.
Covers are original AI-generated style illustrations. Game names reference publicly visible design choices and remain the property of their owners. This atlas does not supply screenshots or assets from those games. Prompts and combinations are original drafts for new games.