In TEW2013 each user will have an 'image' which is a reflection of how he is viewed by the locker room. (This is separate from the existing 'reputation', which is a measure of how successful the user is.)
The User Image takes the form of a graph consisting of two axis - vertically is a line that runs from Feared to Inspires Loyal that covers whether you scare or inspire, horizontally is a line that goes from Velvet Glove to Iron Fist which covers whether you are seen as a disciplinarian or not. A dot on the graph shows where on the graph you currently are, and this will drift over time depending on your actions. For example, firing someone over a backstage prank would see the dot move much closer to Iron Fist and to Feared as you are being harshly strict with your discipline.
As this covers your image as a person it is not specific to the promotion you currently work for; moving to a new promotion brings your current levels with you.
The User Image impacts the game in two ways.
The first is that the way you are seen will directly impact the backstage area; being a Feared \ Iron Fist type of character, for example, will result in a culture of fear, which may be good for getting workers to think twice about misbehaving, but may not be the most positive culture in terms of morale.
The second impact is another new feature, which will be covered in tomorrow's journal entry.
Following on from yesterday's entry, the user can unlock two types of motivational speech if his User Image reaches certain levels (and are lost again if the image goes back outside those levels).
Attaining a high score in the Loyalty \ Velvet Glove quadrant unlocks Motivational Speeches, which is where you use your popularity with the troops to implore them to work extra hard for you.
A high score in the Fear \ Iron Fist unlocks Psycho Sermons, which is where you stand before your workers and blast them with a fiery rant, using the fact that they are scared of you to drive them into pushing themselves to the limit for fear of retribution.
Both types of speech, if unlocked, become available for use before monthly or annual shows. If used, they create a temporary motivational boost for the duration of the show which helps the workers perform better. The speeches are only effective with occasional use, and so can only be used once every three months.
In TEW2013 terms, a Legacy is a worker's mask and \ or name which can be passed on to a successor, and is part of the Regeneration setting.
If a worker has his regeneration set to "Yes As A Legacy" then, upon retirement or death, his name and (optionally) mask are used during his regeneration. For example, if you had a wrestler known as "The Masked Grappler" with these settings, he would regenerate as "The Masked Grappler II", complete with the same picture as the original and with his mask.
These can be preset before the game or left for the game to calculate. The options allow for you to specific a name, short name, whether the regen should automatically have a blood relation to the person he is succeeding, whether there is a mask involved, and the iteration number (i.e. if you set the iteration as ten, the regen would be "The Masked Grappler 10" or "The Masked Grappler X").
Legacies continue on through the generations, and are only stopped when either the next name is invalid \ unavailable, or, if the current holder of the legacy fails to reach B- Respect by his death \ retirement, in which case the tradition is deemed not worthy of continuing.
Multiple workers can be linked to the same legacy; i.e all three Phoenix wrestlers in the CornellVerse lucha scene would be linked to the same legacy, meaning that regardless of what order they die or retire, their successor would be at the correct number.
Note that if the worker is a luchador, then the second iteration will usually become "Jr" rather than "2" or "II".
This addition is primarily to help make the lucha libre scene more realistic and fun, as well as being useful for some Japanese characters amongst others.
To help give mod makers maximum control over their game worlds, TEW2013 allows them to edit the worker name generator that was previously in-built into TEW2010.
The worker name generator is the collection of first name and surnames that are used to create the names for any new workers who are generated during gameplay. The editor includes the options that the in-built editor had; the ability to set whether a name is male or female, first name or surname, and to link it to certain nationality groups (i.e. to make sure that you don't have Scottish workers being called Akira).
This part of the editor thus allows mod makers to expand upon the names that are available; obviously the more names that are available, the less likely repetition is.
By default, every database will start with the same set of names that TEW2010 had in-built, so for those mod makers who have no interest in this, there's no need to do anything at all.
#13: Suggest A Worker Name
Related to the above, some worker-related screens now come equipped with a Suggest A Name button; very simply, clicking this will access the worker name generator and spit out a new random name. This is useful for mod makers or players who aren't feeling especially creative and could use a little inspiration.
You know when a worker die and you wanna hold a tribute show? well that's now a feature in TEW2013
#14: Tribute Shows I
A new section in the editor is "Tribute Shows". This allows mod makers to add special one-off events to the game world that are not attached to a specific company; this is useful for tribute shows, celebratory shows, or one-offs.
When creating one of these events, the following data can be manipulated: the name, who the shows is a tribute to (optional), a logo, a size, the number or year that follows the name, the date the show should be held, how many shows are to be run (for example, you could make it so that a tribute show only runs for a few years before being forgotten), plus options on what workers should be eligible.
#15: Tribute Shows II
Following on from the above, TEW2013 has the ability to create its own Tribute Shows to honour characters who die during the game; essentially creating its own entries into the Tribute Show file described above.
The way the show is created depends on the character in question; the more popular the character, the longer the shows will go on for and the bigger they will be. The size is important, as it affects who can take part: a particularly huge tribute show, reserved only for the most influential of characters, means that even workers under written deals elsewhere can receive permission to work the show.
Tribute shows also have a special extra feature, which is that they use the relationship file to bias toward bringing in the friends and family of the worker the show is a tribute to. This means that you will often see the son of a deceased worker working the main event of the show in their honour.
i think TEW tends to add a bit *too much* when it comes to information available to the user. Now there's a reputation and image meter. Next is gunna be a cleanliness and happiness meter. It's bordering on overinformation.
More realism gets added to the game with shoot interviews.
#16: Shoot Interviews
Some wrestlers, depending on their personality, may now choose to cut a shoot interview in the weeks after being fired by a promotion. This takes the form of an Internet report that appears some time after, in which they will generally complain about their treatment and, more importantly, trash a specific colleague - leading to a negative relationship developing between the two.