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macro-narrative-design

Design dynamic, non-redundant narrative paths for the Macro Planner "Easy Mode". Use when creating or refactoring narrative scenarios to ensure they are replayable, educational, and grounded in specific economic theories.

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adampilarski93-hub/macroecon-game
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macro-narrative-design
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Design dynamic, non-redundant narrative paths for the Macro Planner "Easy Mode". Use when creating or refactoring narrative scenarios to ensure they are replayable, educational, and grounded in specific economic theories.
# Macro Narrative Design ## The Problem: Redundancy Traditional linear decision trees often lead to "generic" nodes (e.g., "Tax Policy", "Infrastructure") that appear in every scenario, making the game feel repetitive and less educational. ## The Solution: Dynamic Parallel Arcs Instead of one long list of nodes, scenarios should be structured into **Parallel Arcs** themed around specific economic thinkers or schools of thought. ### Structure 1. **Foundation Arc (Phase 1)**: 1-3 nodes that establish the crisis and force the player to choose a theoretical framework or strategy. 2. **Thematic Arcs (Phase 2-4)**: Multiple parallel sequences of 3-5 nodes each. Once a player enters an arc, they stay in it. 3. **Climax & Endings (Phase 5)**: The arcs converge or lead to specific endings based on the chosen path. ## Implementation Pattern ### 1. Define Arcs in `long-form-tree.ts` Use `ScenarioArc` and `createArcBasedTree` to define distinct paths. ```typescript const introArc: ScenarioArc = { id: 'start', blocks: [ { phase: 1, title: 'Initial Choice', narrative: '...', choices: [ { id: 'path_a', ..., nextArc: 'arc_a' }, { id: 'path_b', ..., nextArc: 'arc_b' }, ] } ] }; ``` ### 2. Map Arcs to Economic Thinkers Each arc should explicitly teach the theories of 1-2 thinkers from the `economic-thinkers` skill. | Arc Theme | Thinkers | Key Concepts | |-----------|----------|--------------| | Debt/Finance | Hudson, Tooze | Debt jubilee, polycrisis, FIRE sector | | Sovereignty | Amin, Kadri | Delinking, comprador bourgeoisie, deindustrialization | | Inequality | Piketty, Polanyi | r > g, double movement, fictitious commodities | | Labor | Marini, Shivji | Super-exploitation, working people | ### 3. Narrative Conventions - **Explicit Naming**: Mention the thinker in the narrative (e.g., "Michael Hudson argues that..."). - **Consequence Linking**: Choices should feel like a direct application of the theory. - **Stat Gating**: Use `minStats` to reward players who have successfully followed a specific path (e.g., "Nationalization" requires high Sovereignty). ## Best Practices for Replayability - **Distinct Outcomes**: Ensure that Path A feels fundamentally different from Path B. - **Educational Value**: The player should learn *why* a specific thinker would recommend a certain choice. - **Avoid Convergence**: Don't loop back to generic nodes. Keep the paths parallel until the very end. ## Key Files - `frontend/src/narrative/long-form-tree.ts` — Engine for arc-based trees. - `frontend/src/narrative/scenario-trees/` — Scenario-specific content. - `frontend/src/narrative/registry.ts` — Scenario configuration.
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