[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 five, following Monday's, Tuesday's, Wednesday's and Thursday's entries.]

I heard some of the Mirror's Edge guys talk today about how they achieved the feeling of first person running.

At first, they simply attached the camera to the head of the model, but this lead to a very jerky, motion sickness inducing perspective. They eventually animated it by hand -- it was less real, but it ended up giving the effect they were looking for.

This idea of verisimilitude, or the appearance of reality, is an important part of storytelling -- you don't need to detail every pee break in a person's life to make it come alive for the reader. I'm wondering if this holds true for systems as well.

Time passing is one example. The model of one minute = one move feels like it might be too literal. I think certain moves -- going into a lecture, for instance -- should take longer than talking to someone.

On the other hand I think moving around the conference center will take longer for someone with many friends -- they can't go anywhere quickly, as they're often stopped and chatted up.

This might be a good dynamic -- as someone's network increases, their mobility decreases.

I'm also seeing the "interest" tokens that the player can "pick up" in going to a talk would be interesting to model.

As self-replicating and contagious ideas or memes, the player could use the "procedural gameplay" interest as a way to make friends (if the person shares it) or can spread it to people who are already friends.

It might be fun to see how many people you can infect with an design idea.