Fledgeling will likely have an “unconscious layer” of information. Things the player can not view or directly change, but nevertheless influences the player character’s actions. Unlike most games, the player’s control over their character will be tenuous at best. Most of the necessary functions required for efficient functioning are trivial and unimportant for conscious decision. The player controls the character, by which we mean the character’s major decisions. But for everything else the character relies, to a great degree, on the subconcious.
Now, before you point it out, yes, I am fully aware that “unconscious” and “subconscious” mean two different things. Fortunately I intend to ignore both formal definitions. What I mean is basically anything that you don’t make a decisive choice about. Continue reading