March 29th, 2013

breeden

Dream Mythologies

Had one of those dreams that run long and cause you to oversleep, which mostly involved me trying to find Ten-Mile, Oregon with Google maps. That’s not terribly important for our purposes. Along the way, I stopped at a historical marker, which had a very strange mythology on it. (I am paraphrasing, as I can’t recall exact words)

When time began, Ahais Mae, the great god, looked down upon creation and the lesser gods and men within it. He sent word to them by the birds and the mice that evil walked the earth and must be fought, the good men against the evil men and the good gods against the evil gods, that the earth be returned to goodness and made perfect in the eyes of Ahais Mae.

But the birds and the mice told the gods and the men that this was a lie, that evil is always with us, and a great battle in heaven would kill many and bring much more evil about and the only one who benefited was Ahais Mae, who would glut himself on the deaths of gods and men.

And the men listened to the birds and the mice, and so everyone was peaceful, and the great god Ahais Mae was cast into the darkness under the earth.


Possibly my subconscious is trying to invent the anti-Scientology or something.

 

Originally published at Tea with the Squash God. You can comment here or there.

breeden

I Blather More About Games

So, as you all know by now, working on this StoryNexus game. (I’ll shut up about it soon, I swear!)

And I’m having a thought, and would like to bend your ears about it for a minute, so those of you who know something about these things can tell me whether it’s a brilliant idea or a very stupid one.

My goal with this whole thing is to release a nifty but finite game. A game with an end point. I do not want to be like Fallen London where I am on the hook for the rest of my life writing content and there is no ultimate end. (Nor am I particularly interested in handing it over to someone else to write content–I am not a collaborator by nature, and the very, very few people I’m willing to write in tandem with are all very very busy on their own. This is my personal vision. I’d be delighted to see fan art or fan fic, but I’m not wanting to hand off canon, if that makes sense.)

Much like my time with webcomics, I want to do something that ends.

But, also much like webcomics, I am prone to epics, and this is already looking like it will take some time, and I’d kinda hate to be hammering on it for six months with nobody other than playtesters getting a chance to look at it.

Finally, I’m seeing that I want to do two different things—one is “Explore this really neat world I made! Isn’t it cool? Look at the stuff!” and the other is “AAAAGHPLOTATTACK!” and have things get darker and weirder (insomuch as one can get dark and weird when one is a stuffed animal.)

So what seems to me like the best solution is to divide things up into three Acts. You start in Act I, you go around and explore the world, you look at the neat stuff, you have a couple of quest chains, and you decide What You Want To Do With Your Life.

I release that, with a skill cap/content wall at the end of Act I, when you’ve learned the Way of the Whatever You’re Going To Do With Your Life.

Then, while people are poking it and getting bored with it, a few months later (realistically speaking) I release Act II, in which Bad Things Start To Go Down.

And then, of course, some time later, we have the fairly short Act III, in which you face down the end boss and I figure out how to write an endboss using the StoryNexus engine. (Still pondering that.)

It’s worth noting that the game is set up with three distinct Ways, so there would be some difference on replay, and I THINK the system allows the game to set a marker so that if you played through as a Hunter, say, at the end you could unlock something on the next playthrough–probably a different playable race, like Rubber Chicken or something. (I have no idea if there’ll be enough replay value following a different Way to interest anyone at all, mind you.)

The advantage I can see to this is that it lets me achieve both goals with “This is the world! Neat!” and then “Oh no, the world is blowing up and you have to save it!” Establishing normalcy, as it were, then wrecking it. Plus–and this is a big one!—one of the inherent problems in this sort of game is that you’re pulling the same low-level cards over and over and you get very bored with them. Doing this would probably be the most elegant way to punt all those low level cards from play–once you’re high enough level that you’re moving to Act II, it’ll set markers that remove the super low-level and milk-run cards, which will only be in Act I, and start allowing cool and dire random happenings that are pretty high level.

Plus it lets me release the first Act so that I can see if people are actually enjoying the damn thing before I embark too far on the rest!

Possible downsides—it will probably take a lot less time to play through Act I than it takes me to write Act II and I get angry e-mails/people are bored/I am hit by a bus and it’s never finished.

And it’ll be harder to playtest and I’ll have to introduce a dummy skillset that isn’t subject to the level cap, then go back and manually change everything once the balance is right.

But I’m mostly seeing upsides. Does anybody have any thoughts or things I’m likely overlooking? (My apologies, O internet brain-trust, for rambling on about this so much, but I’m excited and wanna do it right!)

Originally published at Tea with the Squash God. You can comment here or there.