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Board Thread:Wiki discussion/@comment-18014300-20200527214426/@comment-4801149-20200529010552

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So, while writing out dialogue, I've been writing out notes in the Trivia about how a memory's events progress depending on player actions, outside of simple dialogue choices, where the player action needs or seems to need further elaboration and cannot be adequately reduced to a tabber in the Dialogue section itself. An example, saving the politician in Designated Rider when he himself has... pretty low resilience under the right gameplay circumstances. Would this count as "gameplay information" under BtS rules?

Should such information be ordered according to the moment in the memory the action takes place? And what about when an action in Memory A doesn't have an effect until realized in Memory B? Would we cite the action in Memory A as affecting Memory B at the end of A's BtS, then re-state in Memory B how Memory A affected it at the top of the order in B's BtS?

Another matter, which subheadings, categories—not sure about the correct word to use—would take priority when listing all of the information in BtS? E.g. Captain's Chest—which I recall creating the page for, so it's salient to me—I made note of how the grade of the armor changes according to player action, which is gameplay information assuming the preceding logic. However, it also shares modeling with the Athenian Breastplate, which is... lore? Developer's design convention? In short, when information doesn't fit under the same "hat," and therefore requires its own, how should the proverbial hats be arranged?

In short, I'm wondering how much of this type of information (still) qualifies, and if so, the best way to present it going forward.