[Every day during GDC, Everybody Dies creator Jim Munroe is blogging for GameSetWatch discussing the creative process for the GDC-related text adventure he'll be building for us. Here's part three, following Monday's, Tuesday's and Wednesday's entries.]

What I took away from Hideo Kojima's keynote was the following: the genius part of Metal Gear came from a technical constraint, and the flaws come from being technically unconstrained.

Originally, Metal Gear was supposed to be a combat game, but the hardware wouldn't allow for enough sprites for the bullets and enemies, so he worked around it by creating the stealth game. The oft-criticised cinematics in the game, on the other hand, were made possible by increases in disc storage space.

While I like the idea of making this GDC text game have thousands of non-player characters with individual interests, introversion/extroversion levels and social connections, I know there's a technical processing limit even for text games.

But I expect I can get a pretty interesting result even with a limited amount of non-player characters. Here's a sketch of the basic, rule-based system I'm imagining, before I layer in the colour and detail.

You are in the hallway of the Moscone Center. There is a design talk to your north, and a programming panel to your south.

>inventory

You are wearing a t-shirt with a quote from Toru Iwatani, your big inspiration as a game designer. "I would like to make the people who enjoy playing games cry."

>go south

You go in and sit down.

An hour later, you come out with nothing more than a befuddled feeling.

>go north

You go in and sit down.

An hour later, you come out with a new excitement about emergent gameplay.

>inventory

You are wearing a t-shirt with a quote from Toru Iwatani, your big inspiration as a game designer. "I would like to make the people who enjoy playing games cry." You have an excitement about emergent gameplay.

>look

You are in the hallway of the Moscone Center. There is a design talk to your north, and a programming panel to your south. There's a guy here looking at his conference schedule.

>talk to guy about emergent gameplay

He's not really interested in that, so after a few blank looks you stop.

>examine guy

His badge identifies him working for a branding agency.

The marketing guy leaves to the east. A tall man with wild hair stops here, orienting himself.

>talk to person about emergent gameplay

You have a spirited discussion on the topic.

>introduce yourself

You shake hands. You have gotten to know Tom.

Tom is here, talking to you about prototyping.

A girl in a red hoodie comes by.

The girl in the red hoodie recognizes Tom.

>examine tom

He is a tall man with wild hair. His interests include prototyping and emergent gameplay.

Tom introduces you to the girl in the red hoodie. You have gotten to know Maggie.