- Norse Girl: The answer is clear! We shall play in the woods tomorrow!
- Eivor: Aye!
- Norse Girl: Now, on to the next great matter...
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|-|Eivor sat hay-side= | |-|Eivor sat hay-side= | ||
*'''Norse Girl:''' ''It is final! We shall henceforth be called Raiders of the Cake!'' | *'''Norse Girl:''' ''It is final! We shall henceforth be called Raiders of the Cake!'' | ||
*'''Norse Boy:''' ''I like cake!'' | *'''Norse Boy 2:''' ''I like cake!'' | ||
*'''Eivor:''' ''They are delicious.'' | *'''Eivor:''' ''They are delicious.'' | ||
*'''Norse Boy:''' ''Now, on to the next vote...'' | *'''Norse Boy:''' ''Now, on to the next vote...'' | ||
| Line 95: | Line 95: | ||
==Outcome== | ==Outcome== | ||
Eivor helped break the tie in three of the children's votes for their model Althing and gave them some words of wisdom to ponder. | Eivor helped break the tie in three of the children's votes for their model Althing and gave them some words of wisdom to ponder. | ||
==Behind the scenes== | |||
There does not appear to be any way to prevent the line of dialogue where the kids get mad at Eivor for walking off, even if the player enters the kids' vicinity and stays to participate in all votes until the memory's completion. This happens frequently with proximity-based dialogue, wherein the game only checks for player and NPC position and pays no regard to other context—with the exception of memories that have clearly-defined progressing objectives that reset NPC behavior, like those in the main story. | |||
==References== | ==References== | ||
An Althing for the Half-Grown was a virtual representation of one of Eivor Varinsdottir's genetic memories, relived by Layla Hassan through the Portable Animus HR-8.5.
A group of children decide how they will play together by roleplaying an Althing.
Eivor came upon a group of six children holding court, having arranged eight stools in two semi-circles facing one another, one in front of sacks of beans, the other in front of bundles of hay.
The children rose from their stools and gathered in a tight circle in the center. Eivor drew closer.
Three children picked the hay-side, and three picked the bean side.
The boy in the hat, Frode, noticed Eivor watching them.
Eivor stood around, considering her vote.
All rose for the next item on the agenda.
The same three children picked the hay-side and the same three picked the bean side.
Eivor stood around, considering her second vote.

All rose for the next item in the agenda.
The same three children picked the hay-side and the same three picked the bean side.
Eivor stood around, considering her third vote.
The young girl gave Eivor a tooth.
With the matters concluded, the althing was adjourned.
Eivor took her leave reflecting on the children's decision-making.
Eivor helped break the tie in three of the children's votes for their model Althing and gave them some words of wisdom to ponder.
There does not appear to be any way to prevent the line of dialogue where the kids get mad at Eivor for walking off, even if the player enters the kids' vicinity and stays to participate in all votes until the memory's completion. This happens frequently with proximity-based dialogue, wherein the game only checks for player and NPC position and pays no regard to other context—with the exception of memories that have clearly-defined progressing objectives that reset NPC behavior, like those in the main story.