The fun thing about the knights and knaves puzzle is that no matter what goofy variant you come up with, not only has it already been considered, some maniac has worked out the optimal solution. What if there's a third guard who lies or tells the truth at random? It's been done. What if the guards will only answer yes/no questions, and also for some reason they understand your language but refuse to speak it, and you don't know which of the two words they may respond with means "yes" and which means "no"? Literal thesis papers have been written on that one. Logicians are absolute freaks for these guys.
unavoidable that you will be the villain in someone else's story. You will be painted in an unfavorable light. You will be the irredeemable one. and all of this will happen despite how nice you might usually be or how kind or how respectful or how warm. and you will just have to move on.
here's a term for you: Gameplay-Justifying Lore. this is what i call it when a game clearly came up with some cool game mechanic first, and then tasked the writers with coming up with some reason why this works in the narrative. this is how the lore in basically every nintendo game works, and it's also common among indies who lead with game design. what are some examples of gameplay-justifying lore you can think of?
In most languages, the Colored Pencils boss in Paper Mario: The Origami King has a somewhat lengthy name he introduces himself with. In the English version, it is "Jean-Pierre Colored Pencils the 12th".
The French translation, however, goes one step beyond the other versions and gives him an absurdly lengthy name that also forms an acronym if the individual names are taken as initials. The name is "Côme Raoul Aimé Yves Oscar Nicolas Siméon de Couleur", where the first seven names spell out "C. R. A. Y. O. N. S. de Couleur", French for "colored pencils".
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