You’ll be interested or perhaps frustrated to hear the seed of the idea for Trevosa was an alien family tree where you’d be mapping out very different family structures, relationships, and cultural practices than humans’. (The focus was always going to be on understanding the culture, not on any complex linguistic puzzles.) I love scifi like Ann Leckie’s and Arkady Martine’s where you’re asked to figure out the culture from context clues and how it informs the characters and story. When it came time to put that idea to the test in the 72 hours of the jam, though, we had to scope it to lean on more familiar fantasy tropes and structures, for both our own ability to come up with the story and to make it more approachable for players. (I haven’t given up on the alien idea for the future, though!)
It’s been clear to me that we missed some opportunities to have more interesting and less English-related terms, but only recently in revisiting the story have I come to see what you’re saying: following the bloodlines and understanding the strict rules about succession is a good deduction puzzle for a family tree game, but if identifying that “rightful heir” is the happy ending for the game, that does indicate that that’s a good way to value relationships (and that monarchy is a good way to govern, which I obviously don’t agree with either.)
With making an expanded/reworked version of Trevosa, we have a new (at least new to me, an inveterate game jammer) opportunity to actually take the time to put thought into the overarching themes and values of the story. We’ve already mapped out other groups the player will be meeting who have their own values for what family means and how people relate to each other. But your points made me feel extra convinced that we need to think more about the player’s role and what we’re presenting as the happy ending to the tree investigation.
I always feel really energized when I hear thoughtful critiques of our games, because it’s bracing but makes me excited to do better! It makes me wonder who else has thoughts that they (out of motives of kindness, which I appreciate) don’t want to tell us directly in a comment or on discord. But I’m glad I found this one and thank you for being so thoughtful about it!
I hope to see your work in narrative deduction sometime! For something like Dungeon Descent, truly my ideal outcome for making something like that would be it giving others ideas for how to make something better than what I can make in the time I have, so hearing you’re drawing inspiration from our games is awesome, thank you.