rhetoric for my mod.
I am making a house murder mystery mod that is attempting tosubvert the main game loop by flipping it on its head. this is done by making
the player think instead of the game saying go here and kill them ore get this.
my mod is formal complicit according to the Schrank'srhetoric chart. I believe this because it is using the mod tools the developers
have given us and is not adding anything that goes against the lore and main
message of the game. I also believe that my rhetoric is pushing into radical
formal because of its opposition to the core game loop.
the mod's aim to stop the mindless tedium of going to thequest marker and killing whatever you need to and repeat over and over. what my
mod does is adds a quest that has no quest markers and no combat and makes you
think by solving the murder of the innkeeper.
I am doing this to show the monotony of the main game withthe quests being cut and paste with some unique ones far and few between. this
is shown by changing to the way the quest runs from start to finish and rewards
you with more than the basic gold and XP lice most missions. this combined with
the fact that you get a unique inn as a reword that is out of the norm for
I think that people will like my mod because it makes themintrigued and makes them want to play on to get ownership of the inn. the
intrigue and problem solving should make the player feel like sherlock homes
and be fun without using any of the core mechanics the original game.
I’ll be using the Skyrim SE creation kit to make the mod.the proses of making the mod is very temperamental to make anything. it crashes
and lags a tun and needs frequent saving to be safe and lots of googling and
just being lucky if the kit decides to work or not. if everything is working it
works well but most of the time you need to be patient and treat it with
coercion it will stay stable.
in conclusion the rhetoric is on the border of formalcomplicit and radical formal with the way I am using the provided tools to subvert
the core game loop and change the way the player needs to play in a different
way to beat the quest. the way I make the mod is with a glitchy dev tool that
is provided by Bethesda that makes it more complicit than radical. this
combined with the fact I want to make the mod lore-friendly infuse this fact.
but on the other hand, the mod itself is going against the main mechanics of
the game itself and the face it does not comply with the county cuter quest
design. overall the mod is more formal complicit than radical formal but it's