Cyberpolice (Minor Update: 9th of November 2024) (WIP)

I think there’s a way to add it that stays flexible, non-offensive, and easy to integrate into the current system you already have. One option would be to keep the labels neutral and non-ethnic so players can self-identify without locking NPCs into fixed real-world racial categories. Something like “Very fair, fair, light tan, medium, deep tan, brown, dark brown, very dark” would give a wide range of tones without any loaded terminology. You could phrase the choice simply as: “Choose the general tone of your skin (purely cosmetic).” This lets players express themselves while maintaining the freedom you prefer when keeping NPC descriptions open to interpretation.

If you wanted to expand beyond tone alone, you could also offer some optional cosmetic traits that don’t imply ethnicity, such as freckles, moles, vitiligo patterns, scars, cybernetic skin plating, metallic sheen, or synthetic/augmented skin texture. These would be purely visual and would fit nicely with Cyberpolice’s cyberpunk aesthetic. If you want to go one level deeper without causing sensitivity issues, you could include complexion or texture options such as smooth, rough, glossy, matte, scarred, or cyber-smooth. None of these would impact the plot; they would just give players more ways to imagine their character.

As for how NPCs acknowledge these features, you wouldn’t need to change the story at all. You could simply add small, optional flavor lines. Characters focused on appearance might occasionally make a small compliment, romantic characters might remark on it in private moments, and someone PR-minded like Mari might briefly consider how the MC’s appearance plays in media optics. If you ever wanted to show bias or discomfort in the setting, it could be handled subtly and in a cyberpunk-specific way. For example, reactions could be tied to corporate beauty standards, cybernetic purity, Designer Soldier aesthetics, or class-based prejudices rather than real-world racial issues. Street gangs or certain NPCs might fetishize some looks or mock others, but this could remain tied to worldbuilding rather than real-world commentary. A single line from a prejudiced NPC can contribute to the dystopian atmosphere without making it a major theme.

To keep things flexible for players who prefer ambiguity, you could also make skin customization completely optional by including a simple skip choice like: “If you prefer not to specify, your appearance will not be described.” That way everyone gets the level of detail they want.

Overall, this approach keeps the wording neutral, gives players more expressive freedom, doesn’t force you to define NPC ethnicities, and stays consistent with the cosmetic nature of the current hair, eye, and cybernetic options. It also provides room for small reactive flavor text without pulling narrative focus away from the story. It fits especially well with your existing design principle that the only characters with “fixed” appearance are the Designer Soldiers.

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At the present, no. Just get to the end of the current content and you’ll get the option to go to the gala/party and then choose a bunch of options. If it doesn’t work, try again until it does. There’s a few ways to piss her off at the party, but that’s about it.

In the final version, perhaps, but that’s still some time away and potentially spoiler related. :slight_smile:

Yup. It’ll mean I have to change some things while re-editing, but not all that much in the end. We’ll see how it pans out in the next update, though.

Thanks! This sort of data is always good to have. :+1:

Danimalsoz

Thanks for the detailed suggestion. I’ll think on it. The “fair, dark, tan” stuff I can easily do, and the skin patterns, scars, etc too.

For the NPCs to talk about them, the work load always increases exponentially with that stuff though, especially if I include it in the worldbuilding by having “in setting preferred and ridiculed” appearances or such. Not only would I have to write, I’d also have to think, and probably then modify the appearance description of some characters to make it feel more in-setting rather than just completely isolated from the rest of the writing, etc.

So, probably not for the latter, unless I get especially inspired. There is a lot of work to do, after all, and I’d hate to increase the amount unless it’s something I feel would have a fairly visible impact on the work itself.

PS. I feel like the way the forum handles posting has changed radically somewhat recently, it feels super clumsy to quote posts and I can’t even preview what I’ve written, etc. :stuck_out_tongue:

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I totally get what you mean about the exponential workload. Even a small cosmetic system can suddenly multiply into thousands of conditional lines if NPC reactions or in-setting preferences need to be rewritten. Definitely don’t add anything that risks pulling time away from the core story — that’s the last thing anyone wants.

Honestly, just having the simple neutral tones (“fair, tan, brown, dark,” etc.) and optional cosmetic traits like scars or patterns would already go a long way for player expression without requiring any NPC reactions or worldbuilding rewrites. Those options alone would fit your current system perfectly — purely cosmetic, no narrative branches added, and no need to adjust any character descriptions.

If you ever do feel inspired later to include tiny reaction lines or in-universe aesthetics, that could be cool, but it’s absolutely not necessary for the system to feel satisfying. The core idea works perfectly well with zero character commentary — just a chance for players to visualize their MC more clearly in a setting where cybernetics and body mods already take center stage.

Either way, it’s great that you’re even considering it, and I appreciate that you’re thinking through the workload instead of overcommitting. I’d much rather have more Cyberpolice story than dozens of conditional appearance lines.
And yeah, the new forum formatting is definitely weird — quoting feels much clunkier now. :sweat_smile:

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For those who’ve done the Mari command path, what do you think the most/least important deals made between her and the NTPD will be?

I gave some thought on what you said, and I may include something that’s almost the opposite of what you said. :grin:

What I mean is, there aren’t too many “weird” or “setting based” appearance descriptions of characters. The cyberpunk(nor biopunk) feeling doesn’t really get that much through in a sense. I may put more of that sort of stuff for various characters, like more obvious cybernetics or bio stuff(symbifriends are supposedly a popular thing, yet no one has them, which is nonsensical, for instance, gotta have them be far more present in descriptions).

So, I might focus more on the visual worldbuilding for the NPCs, rather than the player character. That also means way less effort for me since I don’t need to code reactive lines from them for stuff. :smiley:

(although that may also include reactions to the player’s cybernetics, etc, too. And I probably should give the player the chance to have bio-stuff too, since the cyber-bio divide and obsolescence themes are kind of part of the story)

However, if I do include scars and the like, those can be easy and simple, and even can be a short conversational piece for the player and a character. No promises, of course.

Anyway, I always have way more ideas than I can implement, so anything I say should be taken with a grain of salt until it’s in the game itself. :smiley:

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Sounds awesome! Focusing on NPC visual worldbuilding makes total sense, and I’d love to see more cyber/bio details in the setting. Whatever you end up adding, I’m excited to see it.

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I’m a little late, but personally I love to have more aesthetic choices for cybernetics. I still remember my first ever read of this amazing story. I of course had to make a catgirl, I didn’t even know that there was a character named Mouse and I loved how the game actually took notice of this.

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Wait which cybernetics are cat related out of curiosity? I’m guessing it’s the cosmetic nail ones or something.

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The nails and the eyes.

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This story is so good! :smiling_face_with_three_hearts:

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Well, you’ll be happy with the upcoming update then. (at least, if you meant that you can choose more. There won’t be more options for the cosmetics as such, you can just choose more than one. Probably should add the option to have bio stuff for the player too, both cosmetic and not, but that’s not something I’ll be worrying about for a while :stuck_out_tongue: )

That said, there aren’t TOO many references to the cosmetic stuff in the game overall since they’re a lot of work to make due to how many options there are and the fact that, if possible, I want them to be a bit more meaningful than just a throwaway line. The cat stuff is a good example, but most of the other things aren’t up to that level I’d say. :smiley:

There aren’t all that many references to them from what I recall, just a line or two here and there. I didn’t even remember the nails were grouped in with the eyes in the “cat” theme. :smiley:

Hopefully the new stuff is just as good. :slight_smile:

It’s been around two years since the last “story” type update, which is kinda crazy. :sweat_smile:

I’m glad, and a bit surprised, that people have stuck around for this long due to my bouts of inactivity. :smiling_face_with_three_hearts:

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This is definitely one of my favorite CYOA stories here on the forum, especially with how much a different character/different player disposition can completely change the outcome and flavor text of the situations in the story itself. It really lends itself well to replayability, as I’ve figured from going through it with three completely different characters.

The major issue that came up to me in the initial start of the game was with my first character: an inexperienced rookie cop, very naive and all that stuff. Choosing that option still causes the character creation phase to contradict that option and give you four options as to why your character is notable. All choices except for the last “there’s nothing notable about me” one hint at veterancy or actual cop experience.

Otherwise, everything is alright. I’ve not expected any game-breaking stuff or things like that so far in any of my runs, which is very positive. I do sometimes have to wonder why there are so many reaction options in certain scenes, though. There’s been a few with 8-9 options every now and then.

Hopefully it won’t be long until the next story update! Good luck!

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Thanks for the praise and the feedback! Glad to hear the effort I put in the variable flavor/outcomes isn’t wasted. :grin:

As for the rookie cop/notable stuff, I’ll recontextualize that for the rookie if I can(so that you’ve done the notable deed during your training or something? A bit tougher for the corruption I guess. I’ll have to keep an eye on whenever it’s referenced in the game too, since it might not be consistent later on either).

The notable(or “background” as I think of them) are an important variable for a lot of stuff(like the dream sequence, etc), so I can’t exactly prevent the rookie from choosing one as it’d leave many things a bit dry or unfinished. And forcing them to take the unnotable is a bit weird since it’s an almost magical ability at times. :smiley:

Sometimes there’s a lot of reaction options because I felt writing them. It’s not an exact science, but rather based on whether I feel like I “need” to provide the player options, or whether I can write ones that are interesting(so inspiration affects it a lot). They sometimes/often funnel to the same outcomes, so they are admittedly redundant on occasion(like if there are 9 options, there’s rarely also 9 unique outcomes, more like 6 or something). I have a “policy” to give the player a minimum of 3-4 options, but there’s no upper limit. I suppose it can be overwhelming to have too many options(and thus lead to choice paralysis). Admittedly, it’s often a cause for unnecessary bloat, so I probably should keep an eye on it and minimize it to make the writing process smoother. :stuck_out_tongue:

The next story update will come in two weeks, give or take a few days.

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I love these kind of things, when the story acknowledge your background. Just a question. Are there specific moment where the story acknowledge your background as a veteran?

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Yeah. There’s a few(2 I think?) places where all the backgrounds are acknowledged in dialogue, and of course the dream.

Aside from those, for “unique” places where only the veteran is taken into account, the only one I remember is: One of the Crazy Cogs parts. (either if you infiltrate the place and talk to the two cyborgs during the raid, or during the interrogation. Maybe both

There might be other places, but frankly, I don’t remember since there’s too much stuff and it might be a line or two of description, or a unique dialogue option, or such. Nothing major like extra scenes tied to it, at least.

The background stuff is on the list of minor stuff to add during the re-edit, so I’ll definitely be adding relevant stuff to them later(bare minimum is whenever meeting someone else with a military background). The Corruption and Hero ones are, from what I recall, especially lackluster at the moment.

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