Mechanics

FREERIDE has quite a few mechanics, currently we only have Act 1 so it is expected for more mechanics to come in future acts. Currently the basic mechanics consist of: Conductor powers (Telekinesis), consuming, relationships (hearts), and gifting. That is only a brief summary, these mechanics are complex so they will each have a separate section.

## Conductor Powers

The player is gifted conductor powers at the beginning of the game. These powers are gifted by Lepida who is the conductor of the spirit train in Act 1. With conductor powers you can currently:

* Pick up and throw objects using telekinesis.
* Consume most objects that you are currently holding using telekinesis.
* Gift whichever object you are holding to spirits.
* Store objects that you are holding with telekinesis (these objects can be accessed with your phone or with a hotkey). You can only interact with the environment around you in a meaningful way with your conductor powers, as you are unable to pick up items without using the conductor powers. The most you can do without the conductor powers is push loose objects and flip the spirit trains lever outside of mini-games.
	+ There is a limited amount of things you can carry in your inventory, but you can also hold an item with your telekinesis if your inventory is full

## Relationships

Relationships are simply enough your relationships with spirits. You can form a relationship with most characters that you can talk to in Freeride. Your relationship with a character is measured by hearts and can be seen when you get in range to talk with that character. You can gain hearts/relationships by giving the character a gift or by doing something that helps a character directly (through quest). But your relationship can also be measured with X's if you have given the character a gift that they really dislike. Currently relationships do not currently have much of a point because the game is still in production. Relationships will be most likely heavily changed once the game is fully released most likely adding more ways to gain or lose relationships with a character and adding a reason to gain relationship. Here are the ways to gain/lose relationships with characters through points:

* Gain hearts by gifting and/or doing something for the character that helps them (currently only done through quest or story driven actions)
* Gain X's by giving the character an object that they despise.
* You can only gain X's if you do not have any hearts. If you have hearts you will start to lose hearts instead of gaining X's.

### Gifting

Gifting is a form of gaining or losing relationships with the characters around you. You can gift by picking up an object with your conductor powers and getting within talking range of the character you wish to gift the item to (you also have to press the corresponding key/button depending on what you are using to play). You can gift most items, the exceptions being key items. You will most likely find the gifts that will cause a character to like or dislike you in the characters separate pages or List of Gifts.

## Bartering System & Currency

It is not yet implemented, but there will be a bartering system in which you can exchange good for Spirit Gold at ATMs. Additionally, Spirit Gold will persist between runs.

## Personality Types

In the game, players will be judged on 5 aspects: **Curiosity/Safety** - **Openness/Quietness** - **Assertiveness/Passivity** - **Kindness/Cruelty** - **Observation**.

Your results will be compared to player averages collected completely anonymously and based on these metrics, a decision tree is used to give you a personality type. Currently, these are the 32 possible personality types and their traits:

Leader: Curious - Open - Assertive - Kind - Observant

Lord: Curious - Open - Assertive - Kind - Unobservant

Betrayer: Curious - Open - Assertive - Cruel - Observant

Bully: Curious - Open - Assertive - Cruel - Unobservant

Detective: Curious - Open - Passive - Kind - Observant

Pacifist: Curious - Open - Passive - Kind - Unobservant

Scientist: Curious - Open - Passive - Cruel - Observant

Clown: Curious - Open - Passive - Cruel - Unobservant

Scout: Curious - Quiet - Assertive - Kind - Observant

Guardian: Curious - Quiet - Assertive - Kind - Unobservant

Thief: Curious - Quiet - Assertive - Cruel - Observant

Wanderer: Curious - Quiet - Assertive - Cruel - Unobservant

Explorer: Curious - Quiet - Passive - Kind - Observant

Martyr: Curious - Quiet - Passive - Kind - Unobservant

Conquerer: Curious - Quiet - Passive - Cruel - Observant

Drifter: Curious - Quiet - Passive - Cruel - Unobservant

Officer: Safe - Open - Assertive - Kind - Observant

Socialite: Safe - Open - Assertive - Kind - Unobservant

Teacher: Safe - Open - Assertive - Cruel - Observant

Scoundrel: Safe - Open - Assertive - Cruel - Unobservant

Judge: Safe - Open - Passive - Kind - Observant

Friend: Safe - Open - Passive - Kind - Unobservant

Prophet: Safe - Open - Passive - Cruel - Observant

Companion: Safe - Open - Passive - Cruel - Unobservant

Solider: Safe - Quiet - Assertive - Kind - Observant

Fool: Safe - Quiet - Assertive - Kind - Unobservant

Hermit: Safe - Quiet - Assertive - Cruel - Observant

Demon: Safe - Quiet - Assertive - Cruel - Unobservant

Thinker: Safe - Quiet - Passive - Kind - Observant

Follower: Safe - Quiet - Passive - Kind - Unobservant

Cynic: Safe - Quiet - Passive - Cruel - Observant

Victim: Safe - Quiet - Passive - Cruel - Unobservant

## References

1. ↑ "*there’s gonna be a whole bartering system and you can exchange goods for gold at ATMs in each act*" Rebecca Harrison on Discord. March 8, 2023. Retrieved on March 9, 2023.
2. ↑ "*it’s worthwhile because Spirit Gold will persist between runs*" Rebecca Harrison on Discord. March 8, 2023. Retrieved on March 9, 2023.