I. Identity & Definition (I)
- Customizable Persona: Origins/background/worldview beyond appearance (e.g., origin, class, faith).
- Backstory Control: Player chooses/writes past or it emerges meaningfully, not fully pre-authored.
- Moldable Protagonist: Even if predefined, personality/values/relationships can be steered through play.
II. World Reactivity (W)
- Dynamic NPCs: Dialogue/behavior shifts with identity, choices, reputation.
- Factions: Multiple groups track standings and react.
- Persistent Consequences: Actions drive durable world-state changes.
III. Companion Agency (C)
- Optionality: Can run solo or bring companions by choice.
- Build Influence: Meaningful control over loadouts/skills/roles.
- Autonomy Stakes: Loyalty shifts, departures, or deaths based on play.
IV. Playstyle Freedom (P)
- Approach Variety: Melee/ranged/magic/stealth/diplomacy are viable per build.
- Build Impact: Stats/skills substantively alter gameplay (not flat numerics only).
- Non-Combat Solutions: Challenges can be resolved end-to-end without combat.
V. Endings & Story (E)
- Branching Endings: Result is more than a single final switch.
- Variable Epilogue: Ripples of playstyle/relationships reflected post-state.
- Reactive Final Act: End-state shaped by prior events, allies, factions alive/dead.
VI. Emergence (M)
- Replay Variability: Runs feel meaningfully different.
- Systemic Emergence: Interacting systems create unique stories.
- Anecdotal Richness: “I can’t believe that happened†moments.
Note: Moldable protagonist (I) is about steering a character’s personality/arc. It is distinct from Playstyle Freedom (P), which scores mechanical/build expression and viable approaches.