{"id":54420,"date":"2022-06-17T06:00:07","date_gmt":"2022-06-17T10:00:07","guid":{"rendered":"https:\/\/www.shamusyoung.com\/twentysidedtale\/?p=54420"},"modified":"2022-06-23T11:59:33","modified_gmt":"2022-06-23T15:59:33","slug":"deus-ex-pitch-part-3-housekeeping","status":"publish","type":"post","link":"https:\/\/www.shamusyoung.com\/twentysidedtale\/?p=54420","title":{"rendered":"Deus Ex Pitch Part 3: Housekeeping"},"content":{"rendered":"<p><strong>Note: This is a Shamus-scheduled article that is being published post-mortem.<\/strong><\/p>\n<p>The helidrone drops off Troy Denton on the Miami coast. We&#8217;re at a hotel, looking for the would-be assassin Leo Gold. It&#8217;s sundown.<\/p>\n<p>It&#8217;s finally time to play a proper Deus Ex level, with an open design, multiple routes, and affordances for combat, stealth, hacking, and social interactions.<\/p>\n<p>Actually, let me back up and take care of something from the previous entry.<\/p>\n<div class=\"dmnotes\">\n<p>I had a bit where the player&#8217;s augs would slightly malfunction. I wanted to create a feeling of mild paranoia and make the player wonder if they could trust their augs. That worked, but a few players wouldn&#8217;t accept the in-game dismissal of the problem. They wanted to stop the story right there and interrogate the issue.<\/p>\n<p>Some people suggested these large blocks of expository dialog to satisfy all of the player&#8217;s various concerns or to explain why we can&#8217;t do anything about the problem right now. That&#8217;s not strictly wrong, but if I was faced with this situation I&#8217;d much rather just cut the earlier scene rather than spend more money on it. I liked the uncertainty it created, but I&#8217;m not afraid to <a href=\"https:\/\/www.masterclass.com\/articles\/what-does-it-mean-to-kill-your-darlings\">kill my darlings<\/a>.<\/p>\n<p>It&#8217;s hard to say. Maybe having Troy&#8217;s augs fail is just too much of a problem to dismiss in a couple of lines of dialog, or maybe these objections are a side-effect of reading this in script form. To me, this felt like an overreaction. It&#8217;s like reading the script for an 80&#8217;s slasher flick, and as soon as the lights start flickering you say, &#8220;The characters should drop what they&#8217;re doing and barricade all of the doors before constructing improvised weapons!&#8221; The reader knows what genre of story they&#8217;re reading, and so they want the protagonist to take appropriate measures. I thought Troy could dismiss this glitch as a one-off, even if we in the audience know that it isn&#8217;t.<\/p>\n<p>Having said that: <strong>You can&#8217;t argue with the audience<\/strong>. It doesn&#8217;t matter what the author intended. What matters is how the material is received. You can&#8217;t tell people &#8220;You&#8217;re reading my story wrong&#8221;. If we were really making a game and a non-trivial number of playtesters gave me the sort of feedback I got last week, the glitch would be cut and I&#8217;d handle Gold&#8217;s escape some other way.<\/p>\n<p>We&#8217;re in the first moments of the story right now, before we&#8217;ve earned much <a href=\"?p=17692\">trust<\/a> from the audience. If you alienate them here, it will be very hard to coax them back later.<\/p>\n<\/div>\n<p>Okay, NOW let&#8217;s play our first real Deus Ex level&#8230;<\/p>\n<h3>Mission 1: Housekeeping<\/h3>\n<p><div class='imagefull'><img src='https:\/\/www.shamusyoung.com\/twentysidedtale\/images\/dxpitch_hotel.jpg' width=100% alt='I&apos;m thinking of something like this.' title='I&apos;m thinking of something like this.'\/><\/div><div class='mouseover-alt'>I&apos;m thinking of something like this.<\/div><br \/>\nTo the east is a marina. To the west is the hotel. In between these two are various recreational facilities. There&#8217;s a pool, equipment rental, a tennis court, and an open-air tiki bar. It&#8217;s mostly deserted. A few people are milling around, but they&#8217;re bored, restless, and not using the facilities. The bar is actually closed.<\/p>\n<p>The heli just dropped us off in the middle of a parking lot where several large law enforcement vehicles have been hastily parked. These vehicles look like your typical SWAT vans, but they don&#8217;t have any sort of agency markings.<\/p>\n<p>Agent Sam Carter explains on the radio: Some SWAT guys have locked down the hotel. We don&#8217;t know what they&#8217;re doing or why they&#8217;ve taken control of the place. We can&#8217;t figure out what department these guys work for. CIA? FBI? Homeland Security? Local police? We don&#8217;t know. They&#8217;re giving us the runaround.<\/p>\n<p><i>We obviously don&#8217;t want some messy inter-department misunderstanding leading to more bloodshed. At the same time&#8230; We really need you to find Leo Gold. Look, I&#8217;m <\/i><b><i>not <\/i><\/b><i>saying to shoot these guys, I&#8217;m just saying use your head, okay?<\/i><\/p>\n<p>The SWAT guys are ignoring the recreational stuff and the marina. They&#8217;re just focused on the hotel. They look like normal SWAT, except on the back they have a pair of wings logo where you would normally expect to see &#8220;POLICE&#8221;. Maybe the logo has the <a href=\"https:\/\/en.wikipedia.org\/wiki\/Eye_of_Providence\">Eye of Providence<\/a> between the wings? Is that too much? It is? Great! That&#8217;s what I was going for.<\/p>\n<p><!--more--><\/p>\n<p>(Actually, I&#8217;d let a real artist design these costumes and logos.)<\/p>\n<p>A lone civilian is milling around near the parking lot where we landed. He&#8217;s wearing loud swim trunks and a baseball cap. He&#8217;s also horribly, <i>hilariously<\/i>, sunburned. If the player talks to him:<\/p>\n<div class=\"script\">\n<p>Horribly Sunburned Guy: Are you people done yet?<\/p>\n<p>Denton: What are you talking about?<\/p>\n<p>HSG: You&#8217;re with the cops, right? It&#8217;s been four hours. I&#8217;m tired, I&#8217;m hungry, and I&#8217;ve got sand in my shorts. You gotta let me back into my room. (Beat.) I think I got a little too much sun out here.<\/p>\n<\/div>\n<p>So then the player can pump this guy for information and get a sense of what&#8217;s been going on. The police showed up, locked the place down, and nobody has been allowed in or out. Nobody has any idea why the police are here or what they&#8217;re looking for. Although, there were some gunshots about half an hour ago and maybe that has something to do with it?<\/p>\n<p>The guy will ask Denton to go up to his room and get him some proper clothes.<span class='snote' title='1'>Or maybe a bottle of aloe would make a better pickup \/ inventory item? Whatever.<\/span> If the player accepts, then the guy will give you his room card. This will get you through any of the major entrances, and also get you into his room. You can even bring him his clothes if you&#8217;re feeling generous, although the reward should be trivial and \/ or humorous.<\/p>\n<p>Whether you have the key or not, most of the entrances will be guarded by the &#8220;cops&#8221;. They tell you they&#8217;re here on &#8220;government business&#8221;, so move along citizen. There should also be an unguarded basement entrance and a way up onto the lobby roof if you&#8217;re not looking to shoot your way in. Inside, the cops will attack on sight.<\/p>\n<p>The hotel should appear to be about eight-ish stories tall. If we can&#8217;t fill all of that in, then we&#8217;ll add some contrived blockade to make some of the floors unreachable.<\/p>\n<p>I don&#8217;t know how many floors our engine can support, or how long it takes to fill out that much game space in modern engines. Obviously we want several floors so that the player has an incentive to look for clues to find Leo Gold. If the place is a lame two-story building, then the average player might just do a brute-force search by running around and jiggling all the doorknobs, and that&#8217;s not what we want. At the same time, we don&#8217;t want seven perfectly identical floors above ground level, because some completionist players will be compelled to scour the entire building, and that would get boring if we have too many copy-pasted elements in our environments.<\/p>\n<p>I&#8217;m going to trust that our level designers are professionals that know how to make a building feel bigger than it really is, and how to present the same floor plan a few different ways so it doesn&#8217;t feel too repetitive.<\/p>\n<p>Areas of interest:<\/p>\n<ul>\n<li><strong>Alternate Entry Points<\/strong>: Around the side of the building is the service entrance \/ loading zone. This entrance will be guarded, but unlike the big obvious main entrance, here the cops will be pacing around \/ distracted so you can stealth past them.\u00a0 There&#8217;s an unguarded basement entrance that has difficult locks and security equipment you&#8217;ll need to contend with. There&#8217;s also the possibility of getting up onto the lobby roof. From there you can jump in through the skylight and make a ton of stupid noise and land right in front of the Lobby Goons. Or you can enter through the HVAC system. That&#8217;s a good way in if you somehow already know where you&#8217;re going, but if this is your first time here then you&#8217;ll need to sneak back downstairs to look for clues.<\/li>\n<li><b>The Lobby:<\/b> Here the player will find two guards having the &#8220;Agency Conversation&#8221;. (See below.) Players are often averse to wandering around in open, well-lit areas, but this place is useful if the player is willing to explore a bit. Also, the skylights might provide an alternate way in if you don&#8217;t mind making a ton of noise. The front desk has keycards for several of the &#8220;real&#8221; rooms.<span class='snote' title='2'>As opposed to all the rooms that don&#8217;t actually exist behind cosmetic doorways.<\/span> There&#8217;s a grand staircase here that will take you to the second floor. The elevators are guarded on the ground floor, but not on any of the above floors. So the lobby gives you a way to access the elevator without needing to face the elevator guards head-on.<\/li>\n<li><b>The stairs<\/b>: If they don&#8217;t want to take the elevator, the player can always get around using the back stairway. The super-stealth approach to Leo Gold&#8217;s room is to take the stairs to the floor above his room, and then drop down through the building infrastructure<span class='snote' title='3'>Elevator shaft, HVAC, employee maintenance areas, etc.<\/span> to reach the proper floor.<\/li>\n<li><b>The kitchen<\/b>: Along the way Troy might bump into hotel staff who are suspicious and frightened of these &#8220;cops&#8221; that have taken over the building. They can provide clues, keycards, and additional information if Troy plays nice.<\/li>\n<li><b>The security station<\/b> where the lead SWAT is running the operation. This location is really just for dum-dum players<span class='snote' title='4'>Or lunatics and speedrunners, I guess.<\/span> who want to shoot their way through the problem. If you&#8217;re able and willing to murder your way into the fortified security station, then you can get most of the critical intel and access cards.<\/li>\n<li><b>Leo Gold&#8217;s room<\/b>. It turns out Leo Gold is dead, killed in his hotel room by the mystery SWAT guys. A message on his phone \/ body \/ laptop indicates that he was here to go to the basement to meet with his contact Harley Filben.<\/li>\n<li><b>The basement<\/b>, where you&#8217;ll find Filben&#8217;s dead body. It&#8217;s not clear why the police detained him, but he\u00a0 apparently died during questioning in one of the storage rooms. There&#8217;s a key on his body to his houseboat on the marina.<\/li>\n<li><b>Meat Locker<\/b>: In the basement, near the storage room where you&#8217;ll find Filben. A few &#8220;suspicious&#8221; members of the hotel staff have been hastily imprisoned here. Troy can free them and they&#8217;ll give their account of what happened to Filben. (Surprise: He was basically murdered.) They can also help you identify his houseboat, so you don&#8217;t need to search the entire marina.<\/li>\n<li><b>The roof<\/b> &#8211; A couple of young, semi-drunk guests are hiding out up here. They had slipped away from the rest of their group<span class='snote' title='5'>They&#8217;re here on a business trip of some sort.<\/span> and hid in a broom closet for some secret snogging when the &#8220;cops&#8221; cleared the building. While the player has probably figured it out already, these two lovebirds can confirm that there wasn&#8217;t any shootout with Leo Gold. The cops just kicked in the door and started blasting. These two eventually snuck up to the roof to hide out and maybe finish making out.<\/li>\n<li><b>Filben&#8217;s houseboat on the marina<\/b>. This is the player&#8217;s ultimate goal, and has clues revealing that Filben was supposed to kill Leo Gold before reporting back to his bosses in the Swiss Alps.<\/li>\n<\/ul>\n<p><b>The Agency Conversation<\/b><\/p>\n<p>In the lobby, two SWAT guys are having this conversation:<\/p>\n<div class=\"script\">\n<p>Mook #1: I don&#8217;t get it. Why don&#8217;t we just say we&#8217;re with the CIA or whatever?<\/p>\n<p>Mook #2: Because if you tell somebody you&#8217;re from the CIA, then they&#8217;ll call the CIA to complain. And the CIA will say they never heard of us. And then we&#8217;ve got a problem.<\/p>\n<p>Mook #1: So what do we tell them?<\/p>\n<p>Mook #2: Nothing. You don&#8217;t say a word.<\/p>\n<p>Mook #1: What if they call? Like, the CIA or whatever. They&#8217;ll still disavow us.<\/p>\n<p>Mook #2: If you don&#8217;t say where we&#8217;re from, then they gotta call everyone. CIA, FBI, NSA, ATF, CBP, Homeland Security, state and local police&#8230; That&#8217;ll take hours. By the time they do that, we&#8217;ll be long gone.<\/p>\n<p>Mook #1: It just seems strange to not say anything. What if they keep asking?<\/p>\n<p>Mook #2: That&#8217;s why you have a gun.<\/p>\n<\/div>\n<p>Just to keep it weird and mysterious, maybe these guys should have two different non-American accents.\u00a0 Then again, mooks usually all share a common voice, and I&#8217;m not sure how reasonable it is to have two random mooks with unique voices.<span class='snote' title='6'>Remember that these mooks will still need to function in combat, which means they would need their own versions of the standard AI chatter for spooked, searching, idle, attacking, giving up a search, in pain, dying, etc. We don&#8217;t want to have to record ten minutes of boilerplate chatter just so these guys can have a twenty-second conversation with unique accents.<\/span> Also, there&#8217;s the question of what accent we should give to all the other mooks. I don&#8217;t know. I&#8217;d talk to the director and see what&#8217;s possible. We don&#8217;t want to waste a ton of money and time on a pair of no-name mooks, but the accents thing would be cool if we can do it on the cheap.<\/p>\n<p>The most likely route of progression for a typical stealth player will be something like: Get the building keycard from Sunburn Guy. Enter through the service \/ kitchen entrance on the side of the building. Talk to the kitchen staff to learn that Leo Gold is on floor N. Visit the lobby for the key to Gold&#8217;s room. Sneak up to floor N and find Gold&#8217;s room. Find Gold&#8217;s body, and learn about the scheduled meeting with Filben in the basement area. Go down to the basement, find Filben&#8217;s body, and get the key to his houseboat. Free the folks in the freezer for more information and some clues as to which boat you&#8217;re looking for. Exit the hotel and visit the marina where you&#8217;ll find Filben&#8217;s laptop, credentials, orders, and clues pointing you to the next mission.<\/p>\n<p>There are a lot of alternate routes, but that&#8217;s the most obvious and straightforward.<\/p>\n<p>So that&#8217;s the first mission done. I spent a lot of time outlining different routes through the space to give a feel for how I think these levels should work. Now that you&#8217;ve got the basic idea, I&#8217;m not going to outline all of the details for all of the following missions. This outline is going to be more high-level from this point. Just keep in mind that future missions should feature a comparable level of complexity and choice.<\/p>\n<p>Once Troy has the clue pointing him to Switzerland, his helidrone picks him up for the next mission.<\/p>\n<h3>Mission 2: Castle in the Sky<\/h3>\n<p><div class='imagefull'><img src='https:\/\/www.shamusyoung.com\/twentysidedtale\/images\/dxpitch_castle.jpg' width=100% alt='Something like this, except much higher in the mountains, surrounded by snow, and it&apos;s supposed to be night. Use your imagination, it&apos;s hard to find good castle pictures.' title='Something like this, except much higher in the mountains, surrounded by snow, and it&apos;s supposed to be night. Use your imagination, it&apos;s hard to find good castle pictures.'\/><\/div><div class='mouseover-alt'>Something like this, except much higher in the mountains, surrounded by snow, and it&apos;s supposed to be night. Use your imagination, it&apos;s hard to find good castle pictures.<\/div><\/p>\n<p>Troy is dropped off at the edge of some sort of mansion \/ castle in the mountains.<span class='snote' title='7'>I&#8217;ve never been, but I&#8217;m sure in the real Switzerland the skiing stuff is on mountain tops and the castles are in the lowlands. Building a castle at the top of a mountain would probably be difficult and pointless. But this is Deus Ex, and the inherent absurdity of the world allows us to take a little artistic license.<\/span> There&#8217;s a small nameless town in the river valley below.<span class='snote' title='8'>In case it isn&#8217;t clear, the little town is just part of the skybox. The player will be fenced in by rocks, ice, and medieval walls.<\/span><\/p>\n<p>The place is designed in &#8220;layers&#8221;.<\/p>\n<p><strong>Layer 1: The outer courtyard<\/strong><\/p>\n<p>This garden \/ parking area is where the heli drops you off. Maybe there&#8217;s a fountain or some statues here. This place is either unguarded, or the guards leave you alone as long as you don&#8217;t pull a weapon. This is basically a public area. It should be constructed so the player begins some distance from the castle, and is able to get a good view of the place as they approach.<\/p>\n<p><strong>Layer 2: The Old Passages<\/strong><\/p>\n<p>These outer rooms are sort of museum-like. They&#8217;ve preserved the historical look of the rooms and passages. It&#8217;s all antique furniture and old paintings. This place seems to be a meeting center for the 0.01%. Ultra-rich bureaucrats and bankers are here, having meetings and relaxing. These civilians are harmless (to the player) but can summon the guards if spooked.<\/p>\n<p>Here the guards are sort of casual private security types with neckties and blazers. They&#8217;re carrying simple handguns and will be very inattentive as long as you haven&#8217;t set off any alarms yet.<\/p>\n<p>The obvious front gate is guarded, but if the player recovered Filben&#8217;s credentials in Miami, and if they did so without causing a bloodbath, then security here will be lax and they&#8217;ll be able to use Filben&#8217;s ID to bullshit their way through the front gate. This will allow them to wander in and explore this area openly.<\/p>\n<p><strong>Layer 3: The Security Zone<\/strong><\/p>\n<p>Here the castle has been modernized a bit. Electric lights. Carpet. Maybe even drywall in places. Here you&#8217;ll find modern creature comforts like flat screens and desks with laptops.<\/p>\n<p>Civilians evidently don&#8217;t come this way. There are automated turrets around, and the passages are guarded by a euro-styled version of the SWAT types we ran into earlier. These guys are a little more alert and much better armed.<\/p>\n<p>There are no credentials for the player in this area. If you&#8217;re here, you&#8217;re either fighting or sneaking.<\/p>\n<p><strong>Layer 4: The Labs<\/strong><\/p>\n<p>This will be our ultimate destination for this mission. The labs should either be up in the higher levels of the castle, or down in some secret basement catacombs. This place is high-tech.<\/p>\n<p><strong>Layer 5: Inner Sanctum<\/strong><\/p>\n<p>Spoiler: We might come back to this level later in the game. For this visit, the Inner Sanctum is unreachable. So let&#8217;s ignore this area for now. The only important thing is that the player encounters a door they can&#8217;t open.<\/p>\n<p>In the Labs, the player will be able to observe a meeting between our conspirators. If the player is good at remembering and recognizing voices (or if they&#8217;re reasonably genre-aware) then they might realize the people at this meeting are the same people from the opening cutscene.<\/p>\n<p>We need the player to be able to overhear this conversation, but they also need to be unable to just shoot everyone. Maybe the player is trapped behind bulletproof glass. Maybe they observe via a security monitor. Maybe they observe via air vent in a cutscene, similar to how the protagonist got information from Mr. Tong in <i>Human Revolution<\/i>. Whatever.<\/p>\n<p>Russian intelligence leader Leonid Sidorov reports on the failed plot to kill the troublesome president. The good news is that the leader (Leo Gold) and the intermediate (Harley Filben) have both been cleaned up. No more loose ends. None of this can be traced back to us.<\/p>\n<div class=\"script\">\n<p>South African industrialist Samkelo Mensah: We still need to somehow deal with President Ellis. And Morgan Everett is absolutely <b>furious<\/b> with us now. He says the frontal assault was clumsy and reckless, and that we should have let him handle it.<\/p>\n<p>Chinese apparatchik Maggie Chow: (Annoyed at the mention of Morgan Everett.) Morgan is useless! We&#8217;ll put him down later.<\/p>\n<p>(There&#8217;s some murmuring around the table. This is evidently a shocking decision.)<\/p>\n<p>Chow: In the meantime, this botched raid means we&#8217;ve lost the element of surprise. The president will be under heavy guard now. (Beat.) The only way to get to him is to use the Morpheus Protocol.<\/p>\n<p>American media mogul Ted Walters: (Alarmed.) Woah now. Do we really want to use Morpheus Protocol on such a high-profile target? (Takes off his cowboy hat and scratches his head.) Heck, shouldn&#8217;t we at least test it first?<\/p>\n<p>Maggie Chow: (Dismissive.) We&#8217;ll test it by using it, Mr. Walters.<\/p>\n<\/div>\n<p>There&#8217;s more to the meeting to fill these characters out a bit, but the above info is the important bit. The conspirators are out of reach, behind security doors that can&#8217;t be opened right now.<\/p>\n<p>Ted Walters is a famous American, so Alex and Troy manage to identify him right away. Picture a Texas-flavored take on <a href=\"https:\/\/en.wikipedia.org\/wiki\/Ted_Turner\">Ted Turner<\/a>. Alex manages to (correctly) guess one or two additional people. The group is obviously full of powerful and\/or wealthy individuals. We can&#8217;t have Troy kick in the door and try to arrest these guys because he&#8217;s a secret service agent and doesn&#8217;t have jurisdiction outside of the US. But this is a start. Alex says that we&#8217;ll hand this investigation off to the State Department and they can handle the messy business of arresting oligarchs and tycoons across international borders.<\/p>\n<p>There&#8217;s also a secret laptop hidden somewhere around here that will give Troy the full names and profiles of the entire conspiracy. And I don&#8217;t mean this is one of those videogame secrets where a spotlight is pointed at a vent full of loot items to draw the player in. I mean a real secret. Like, if first-time playtesters miss it 90% of the time, I&#8217;d say that&#8217;s about right.<\/p>\n<p>There are other secrets hidden around the castle. A new cyber-upgrade for our hero. There&#8217;s some sort of mech armor parked here, a foreshadowing for a future boss fight. There are some new weapons tucked away for observant players. I&#8217;m not going to outline all the side objectives and bits of bonus lore right now. I imagine you get the general idea.<\/p>\n<p>Once the player is done, they return to the clearing where the (whisper quiet) heli is waiting to bring Troy back to DC. Alex and Troy do a quick recap for the player:<\/p>\n<ol>\n<li>Someone Else is going to arrest these famous rich people for plotting the assassination.<\/li>\n<li>Troy needs to get back to DC to thwart this Morpheus Protocol, whatever that turns out to be.<\/li>\n<\/ol>\n<p>The adventure continues next week&#8230;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Note: This is a Shamus-scheduled article that is being published post-mortem. The helidrone drops off Troy Denton on the Miami coast. We&#8217;re at a hotel, looking for the would-be assassin Leo Gold. It&#8217;s sundown. It&#8217;s finally time to play a proper Deus Ex level, with an open design, multiple routes, and affordances for combat, stealth, [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[10],"tags":[],"class_list":["post-54420","post","type-post","status-publish","format-standard","hentry","category-projects"],"_links":{"self":[{"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=\/wp\/v2\/posts\/54420","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=54420"}],"version-history":[{"count":34,"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=\/wp\/v2\/posts\/54420\/revisions"}],"predecessor-version":[{"id":54570,"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=\/wp\/v2\/posts\/54420\/revisions\/54570"}],"wp:attachment":[{"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=54420"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=54420"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=54420"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}