For designing the stats for Choice of Robots, I started with the idea that I wanted extremely different climax chapters, and I wanted the stats to decide which one the player got. So I thought about what different kinds of stories you could tell about robots - robot revolution, robot utopia, robot love story, evil genius robot army - and made a stat that corresponded to each one - Autonomy, Grace, Empathy, Military. I’d have edited them if that didn’t provide enough options for handling situations, but they seemed okay for that, and I really liked the idea that the moment-to-moment decisions were also determining the genre of story you would have in the end.
I also thought it would be interesting to make the robot have all the stats, mirroring an MC viewpoint that emphasized the robot over himself or herself. So the protagonist just got one stat, Humanity, that would be silently drained even as the robot’s improvements got shout-outs in the text. This was very much not letting the player be exactly who they wanted to be, but I thought it was more interesting at the time to put the player into the skin of a person who had definite traits.
For Choice of Alexandria, I don’t think the process worked as well. I started with the idea of having Ptolemy IV’s pettiness be one stat and how much he liked you another, and then said, okay, that doesn’t really give the MC ways of dealing with different situations, so how can an ancient Greek polymath adventurously handle things? There are three skill stats because CoG requires at least three options in every choice. Then they asked me to add some opposed personality stats, which I did, but I didn’t have a great idea of what to do with them, and I think it shows in the game.
For Choice of Magics, the skill stats are based around five fantasy versions of technology that could go wrong - Negation for nuclear power, Automation for exactly that, Glamor for mass media/pop culture, Divination for the Internet, and Vivomancy for bioengineering. The theme’s deciding whether people can be trusted with these double-edged swords, and the player silently acquires drawbacks in the world even as the skills are called out, much like Choice of Robots. I also wanted to give the player more choice in their POV than in my previous games, so the Empathy/Calculation, Humor/Solemnity, and Optimism/Pessimism axes significantly change the narration in places. The initial plan is to again do five different climax chapters keyed to the different magics, but lately I’ve been thinking I might want to tie the climaxes more closely to character relationships instead. After all, fantasy’s not science fiction, and it’s less idea-driven and more relationship-driven overall. It might be interesting to drive the climax chapter with a variety of factors, is my thought. We’ll see, since I’m not there yet.