ForbocAI: The Story Engine Toolchain
Tóólcháin_Cóncépt // Stóry_Éngíne
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Rationale
“Story in a game is like story in a porn movie.” — John Carmack
Carmack was wrong. Not because story matters more than he thought, but because story and agency are the same thing when you have the right architecture.
The Missing Engine
We have: - Game Engines (Unity, Unreal, Godot) — Handle physics, rendering, input - Graphics Engines (Vulkan, DirectX) — Handle polygons and shaders - Physics Engines (Box2D, PhysX) — Handle collision and forces
We don’t have: - Story Engines — Handle narrative, dialogue, consequence, memory
Why? Because story was always scripted—handcrafted dialogue trees, fixed branching paths. The technology to make story generative and reactive didn’t exist until: 1. LLMs (the ability to generate coherent text) 2. Vector DBs (the ability to recall relevant context) 3. Neuro-Symbolic Validation (the ability to constrain hallucinations)
ForbocAI provides all three. It IS a story engine.
The Disco Elysium Case Study
Fletcher’s Objection
“ForbocAI couldn’t work for Disco Elysium-style games.”
My Counter-Argument
ForbocAI is more suited to Disco Elysium than to action roguelikes.
Understanding Disco Elysium’s Architecture
Disco Elysium is not really a “game” in the traditional sense. It’s an agent ensemble simulation wearing the skin of an RPG.
| Component | Traditional RPG | Disco Elysium |
|---|---|---|
| Characters | NPCs with dialogue trees | NPCs with emergent reactions |
| Skills | Stat modifiers (+2 to hit) | Autonomous personalities that argue |
| Player | Single controller | Host body for 24+ internal agents |
| World | Static level | Reactive environment that remembers |
| Dialogue | Branching trees | Skill agents interrupt and comment |
The genius of Disco Elysium: Your skills (Logic, Rhetoric, Electrochemistry, etc.) aren’t just numbers—they’re characters. They have opinions. They react. They remember.
This is exactly what ForbocAI agents do.
Mapping ForbocAI to Disco Elysium
| Disco Elysium Concept | ForbocAI Implementation |
|---|---|
| Skill (e.g., Logic) | Agent with persona: “You are Logic, the cold voice of deduction…” |
| Skill Check | Agent.process() → returns { dialogue, action: INTERJECT, confidence: 0.75 } |
| Passive Check | Memory.recall() → triggers agent if relevance > threshold |
| Thought Cabinet | Soul storage → persistent beliefs that modify agent behavior |
| Internalizations | New memories stored via Memory.store() with high importance |
| Shivers (city speaks) | Ambient Observation events piped to a special “City” agent |
| Dialogue Choices | Bridge.validate() filters which dialogue options are valid given context |
The Internal Monologue as Agent Orchestra
In Disco Elysium, you might see:
[ENCYCLOPEDIA - Trivial: Success]
"Ah yes, the Isola coat of arms. First adopted in..."
[AUTHORITY - Medium: Failure]
"You should have DEMANDED respect!"
[HALF LIGHT - Easy: Success]
"They're looking at you funny. Run."
With ForbocAI, each skill is an agent — see full doc for code examples.
The Toolchain Vision: Composable Story Components
Architecture
┌─────────────────────────────────────────────────────────────────────────┐
│ THE FORBOCAI STORY ENGINE TOOLCHAIN │
├─────────────────────────────────────────────────────────────────────────┤
│ ┌─────────────┐ ┌─────────────┐ ┌─────────────┐ ┌─────────────┐ │
│ │ CORTEX │ │ AGENT │ │ MEMORY │ │ BRIDGE │ │
│ │ (Voice) │ │ (Soul) │ │ (History) │ │ (Law) │ │
│ └──────┬──────┘ └──────┬──────┘ └──────┬──────┘ └──────┬──────┘ │
│ └────────────────┬┴─────────────────┴─────────────────┘ │
│ ┌──────▼──────┐ ORCHESTRATOR (FP Pipes) │
│ ┌────────────────┼────────────────┐ │
│ ┌──────▼──────┐ ┌──────▼──────┐ ┌──────▼──────┐ │
│ │ LEVEL │ │ PLOT │ │ NPC │ │
│ │ GENERATOR │ │ DIRECTOR │ │ ENSEMBLE │ │
│ └─────────────┘ └─────────────┘ └─────────────┘ │
└─────────────────────────────────────────────────────────────────────────┘
Component Breakdown
| Component | Role | Status |
|---|---|---|
| Cortex | Local SLM inference (the “voice” that speaks) | ✅ Shipped |
| Agent | Autonomous entities with persona and state | ✅ Shipped |
| Memory | Vector DB for persistent recall | ✅ Shipped |
| Bridge | Action validation / anti-hallucination | ✅ Shipped |
| Soul | Arweave export for agent portability | ✅ Shipped |
| Ghost | Automated QA / testing agents | ✅ Shipped |
| Level Generator | Procedural layout with narrative constraints | 🚧 Planned |
| Plot Director | Narrative arc management | 🚧 Planned |
| NPC Ensemble | Multi-agent orchestration | 🚧 Planned |
Functional Programming Paradigm: Pipes Not Trees
Observation → [Agent.process] → Directive → [Bridge.validate] → Action → [Memory.store] → New State
Conclusion
ForbocAI is the missing layer between raw LLMs and game engines. Disco Elysium proved the concept. ForbocAI provides the infrastructure.
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