Step 1
Select State
Begin with a DISC expression and developmental doorway so the scene has a readable state context.
Open Matrix →State Made Playable turns recognition into interaction. Enter the village, read the room, identify the active expression, and practice seeing state before it controls behavior.
DISC classifies the visible signal. PType reveals that signal through story. State Made Playable lets the player practice recognition inside an encounter.
Step 1
Begin with a DISC expression and developmental doorway so the scene has a readable state context.
Open Matrix →Step 2
Move through scenes where pressure, OHU expression, and character signals become visible through choices.
Open Prototype →Step 3
Use the narrative archive to understand the same state through character, pressure, turning point, and regulation.
Open Story Library →This embedded prototype is the current State Made Playable experience. If the embed does not load on your device, use the direct link below.
Prototype link: Open State Quest in a New Tab →
Classification
Use the DISC matrix to name the type expression, subtype, stage pressure, and OHU reading context.
Open DISC →Narrative
Read how that same state behaves through a character, scene, pressure point, and regulation moment.
Open PType →Practice
Return to the prototype and practice recognizing the state through a playable scene.
Return to Prototype →