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Screenplay Specs Predictive Writer Living Loop Pocket Quest

Research programme

Pocket Quest

Choose a version to inspect. Each laboratory opens separately and uses the full window.

01
Available Canonical experiment

Mark 1 Generic Mutual Play

Tests whether appetite, local perception, reciprocity belief and per-playmate boredom can produce a recognisable mutual game without a declared quest.

  • Deterministic
  • Five places
  • Two actors
  • Eleven personas
Open Mark 1 lab ↗
07
Experimental v0.1 · consequence-driven choice

Pocket Quest 7 Responsibility, Belief, World State

Tests whether a guard can choose useful legal actions from concrete world state, belief, institutional responsibility, and a small Character configuration — without Drive-to-Verb mappings or psychological bonuses attached to verb names.

  • Hypothetical evaluation
  • Institutional obligations
  • One action per decision
  • WAIT remains legal
Open Pocket Quest 7 ↗
02
Experimental Step 2 · not a successor to Mark 1

Inhabited World Drives Meet Participants

Tests whether a world that already has its own drives can accept human intervention without either half going inert — an actor that helps you if you act, and takes over if you don't, with the same machinery working in both directions.

  • Deterministic
  • One place
  • Two competing drives
  • No persistence
Open player view ↗
03
Experimental Step 3 · second specimen, same charter question

Jail Cell Agenda, Clock, Contention, Readout

Tests the word Step 2 left untested — asynchronous — via a guard who patrols on his own agenda, a clock that runs on real elapsed time even with zero choices recorded, a second guard who contends with the first over one doorway with no wiring between them, and a readout that speaks the shape of a history rather than the play-by-play.

  • Deterministic
  • Wall-clock async
  • Two guards contend
  • Story readout
Open player view ↗
04
Experimental Step 5 · real-time cooldown engagement

Jail Cell Duel Cooldown, Travel-Time, No Sealed Mode

A punch is an ordinary action, not a combat mode — it costs a cooldown, and disengaging rides the same travel-time the patrol already proved. You play day_guard against a reactive night_guard: leaving right after they swing is safe, leaving while they're fresh draws exactly one parting shot. Nobody is ever pulled off the shared clock.

  • Deterministic
  • Real-time cooldown
  • No sealed mode
  • Duel readout
Open player view ↗
05
Experimental Steps A–E · emergent interaction specimen

The Reach Object, Contest, Lock, Projection, Readout

Generalizes the jail cell's one hardcoded pickpocket into a real key, a real lock, and detection askable more than once. A key exists as persistent state, not a roll outcome; reaching for it resolves a contested effect and an independently-observed detection check, never the same roll wearing two names; unlocking is deterministic once you hold the right key, but opening the door is a second, separate act — and every option shown is derived from world facts, never declared by the engine.

  • Persistent object
  • Effect / observation split
  • Lock & door
  • Derived options
Open player view ↗
06
Prototype Tappable prose · same mechanics, new projection

The Reach Tappable Prose

Same world, same verbs, same guard as The Reach above — a different player-facing surface built on top of it. Narration reads as persistent prose instead of a status panel; nouns in the text (the guard, the key, your blanket) are the only way to navigate, surfacing up to four contextual actions for whichever one you tap — never a fixed menu. No "Focus" mechanic is ever exposed; every affordance shown is still derived from the exact same world-fact legality the mechanics above already prove, grouped, not reinvented.

  • Entity-tagged prose
  • 4 contextual affordances
  • No exposed focus
  • Same verb legality
Open player view ↗
08
Experimental Embodied local space · sensory trace

Pocket Quest 8 The Dark Room

Tests whether a player can inhabit an unknown bounded space through movement, orientation, sound and touch while a rat acts from a perceived safety clearance. Sensory Percepts, perceived threats, decisions and language remain separately traceable.

  • Continuous local space
  • Actor-relative hearing
  • Clearance pressure
  • World → event → Percept
Open Pocket Quest 8 ↗
09
Experimental Growing story · live referents

Pocket Quest 9 The Lit Room

Tests whether immutable experienced prose can remain an addressable history while current focus and legal Options continue to come from the live embodied World.

  • Continuous visibility and occlusion
  • Opaque Actor-known referents
  • Immutable growing story
  • Historical focus, live Options
Open Pocket Quest 9 ↗
Version index New Pocket Quest experiments will appear here as separate versions.

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