Aha! I understand your point regarding the ‘when’ of generation, and you’re right. That ‘when’ doesn’t matter to the player, as long as it’s sometime before opening the locker.
(And that is useful to me as a newbie designer/programmer, as thinking through that computational effort in terms of ‘when’ is important!)
What I wanted to avoid was the details changing ‘on the fly’ so as to fit into the puzzle or story, if that makes sense.
So, the in game steps that I see are:
1 - Investigate Locker: provide player with a large amount of items in the locker, all of which have some level of semiotic connection to the faction question.
2 - Player chooses from among the items in the locker (let’s say 10) that help prove the faction allegiance of the locker owner.
3 - Player submits this list to a judge of some kind. (Perhaps a teacher or Mean Girl queen of the schoolyard.) The judge evaluates these submissions, and then also releases the actual faction allegiance of the student, at which point the player has succeed or failed.
This process allows the player to see how well they assessed the faction based on the items chosen.
This makes total sense! Everything in the locker should have some proximity to the faction allegiance; but I’m considering that they might belong on a spectrum so as to make the details more spread-out and less obvious.
Going back to the notion of thing being changed on the fly… what I want to avoid are those 10 items the player chooses becoming more valuable because they’ve chosen them, because the aesthetic experience should include the risk that the player has guessed a semiotic importance that turned out to be wrong.
It’s possible that I’m still confusing the ‘when’ of generation here!
But it seems to me that the procgen ability of creating a lot of detail with distributed granularity means that it can create something like… a souvenir photo from a visit to the Colosseum. And internally, it’ll have a score of Nerd/Jock… but the player won’t know that score till they submit all 10 items and get a response back. Maybe it’s high on Nerd because it’s a trip to a historical site, or it’s high on Jock because it’s a temple to sports!
Trying to figure that out, experiencing that uncertainty, is part of the game that I want to make. But I want to make sure that the allegiance doesn’t warp to or against the player choice.
Somewhat connected: I recently found a comment I wrote elsewhere about mystery games that was the initial genesis for this idea:
I wonder about creating a mystery that has so many details that replaying is about finding more details, not in finding a different conclusion. A harder challenge for example. Or it’s like JFK where there’s just so much information that no single experience will encompass it all.
This version of the idea didn’t include creating a new student every time, but it does highlight the experience of having TOO MUCH information and the gameplay being about deciding what to keep as much as anything else.