2_Interaction Mode & Interactibles
Overview
Interaction Mode is a sub mode of Story Mode that allows the player to navigate a small portion of the environment in a point-and-click style to interact with key objects in the environment known as interactables.
Interactibles
Interactibles are objects, characters, or environmental points of interest that the player can click on while in Interaction Mode. Each interactible has a specific purpose and may influence the story in different ways.
Monologue Interactibles
These produce internal thoughts or reactions from the player character. They do not directly change the story.
Example:
- When interacting with an object:
- "A potted plant that has probably not been watered in three weeks. Poor thing."
- When interacting with an object that can provide a progression clue:
- "A safe locked behind a combination keypad. If I had the combination I could get it open and see what is inside."
- When interacting with an NPC character:
- "I don't need to speak to Juno right now."
Choice Interactibles
Choice interactibles produce decision choices when clicked and can branch into other interactible types.
Example:
- When interacting with a pile of papers:
- "Its a bundle of papers going over profit margins and lawyer lingo that I don't understand."
- A new choice prompt appears: [Search Papers] and [Leave Alone]
- When searching:
- A new flag interactable appears
- "Most of the paper in here is just about business stuff, but this one looks interesting..."
- When leaving alone:
- "I don't think I want to look through this right now."
- Exits the interaction
- When searching:
Flag Interactibles
Flag interactables will trigger flags for future story branching or progression. These can optionally include dialogue when interacted with.
Example:
- When interacting with a combination note:
- Triggers a flag that converts an existing safe interactible to a progression interactible
- When the player previous interacted with the safe:
- "This may be a combination to the safe I saw earlier..."
- When the player has not interacted with a safe:
- "This looks like a combination code to something."
Progression Interactibles
These advance the story to the next beat or cutscene and will end Interaction Mode.
Example:
- When interacting with a safe marked as a progression interactible:
- Triggers a searching cutscene and monologue
- Story mode progresses from that cutscene onwards and closes interaction mode
Exit Conditions
Interaction Mode ends when:
- A Progression Interactible is used
- A story trigger is activated
- The player confirms they’re done (if applicable)
- A time limit expires
- A set number of interactible objects have been interacted with