The goal of Free Sky is to provide the player with the experience of a
structured, dynamic, episodic narrative about the player character,
his allies and his enemies, in the context of a gritty science fiction
interplanetary trade simulation.
By a structured narrative, I mean a coherent plot with a central
conflict and several secondary conflicts, producing the familiar
pattern of rising action, climax, and resolution.
By dynamic narrative, I mean a story constructed procedurally from
the interaction of the player, NPCs, items, environment, and
prefabricated components.
By episodic narrative, I mean a story arc composed of serial
adventures, each with a self-contained central conflict and
resolution, spanned by secondary conflicts between recurring
characters.
By gritty science fiction, I mean people living, but not often
bathing, in space-ships made of banged-up metal.
By interplanetary trade simulation, I mean buy low, sell high, and
keep your wits about you, because someone, somewhere is working very
hard to cheat you. Between this and the characters, there should be
plenty of opportunities for conflict.
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On October 28th, 2008, this was the truth