Design principles
Memory should be a choice
Continuity is central to LOVE’s vision. So is a person's ability to understand, correct and remove what an experience remembers.

Continuity with a clear purpose
A continuing story needs some way to carry earlier events forward. In LOVE's proposed experience, a decision made in one chapter could shape a later encounter. That creates a practical design question: what needs to be remembered to support the story, and what should remain outside it?
We want memory to have a visible purpose. A narrative choice, a selected preference and something mentioned casually in conversation are different kinds of information. Treating them as interchangeable would make the experience harder to understand. Our design direction is to make those differences clear rather than asking people to accept an undefined promise that the companion remembers them.
Separate the story from assumptions
An event inside the fiction should not automatically become a claim about the person playing it. Choosing a daring response in a scene does not necessarily describe someone's personality or wishes outside that scene. We want the proposed system to preserve that distinction.
The same principle applies to uncertainty. If a detail is ambiguous, the experience should be able to ask, leave it unresolved or avoid retaining it. Guessing confidently about a person would be a poor substitute for an understandable record of what they actually chose to share.

Make control part of the experience
A useful memory control should answer ordinary questions: what is stored, why is it here, and what can I do about it? Our intended direction includes ways to inspect relevant information, correct an error and remove a detail. Those actions need to be considered alongside the narrative itself.
For example, removing a story choice may affect how a later scene is presented. A finished design would need to explain the consequence in plain language. It should not make deletion feel like harming the character, nor conceal a meaningful limitation behind a reassuring animation.
Describe the limits precisely
Memory controls are not complete simply because a settings screen exists. Before making operational promises, we would need to establish what information is stored, where it is processed, who can access it, and how removal works across the relevant systems. These are development requirements, not capabilities we are claiming to have delivered.
We also need to distinguish the narrative state visible to a person from any technical records required to operate a future service. A public explanation should use concrete terms for both. The current concept does not establish a final storage architecture or a verified privacy implementation.
The standard we want to work towards
The goal is an experience that can acknowledge a shared fictional history without making that history feel outside the person's control. A first implementation would need to demonstrate the ordinary actions as well as the delightful ones: remembering an agreed detail, correcting it, forgetting it, and continuing gracefully afterwards.

Explore the proposed experience and the ideas behind its development.
Our approach

