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Member Since 01 Jan 2008
Offline Last Active Sep 18 2016 07:05 PM

Posts I've Made

In Topic: Slavery, Include Or Not?

17 September 2016 - 01:58 AM

TBH, treating slaves as a commodity and simply a trade "good" would likely rub people the wrong way, and garner a lot of negative publicity and lost chances for sales. That really just glazes over the whole issue entirely, and dehumanizes the slaves into the same level as a crate of bananas or barrel of monkey oil. Even if you model deaths and suicides in, it's going to come off the same way as if several crates of food spoiled or was tossed overboard during a storm.

When thinking of writing in a delicate subject, first ask "Am I being respectful of what these people went through?" Then ask, "does this add to the story and/or gameplay?" If the answer is not truthfully 'yes' to both, don't put it in game.


I have a scripted instance that could result in a rape (depending on whether the player acts to intervene or not), and another quest line that features slavery. But, in the first case, it's more providing the player with a definite choice with consequences, as you will see later the results of your inaction. The latter I'm not happy about, and may cut it even though it would fit with the setting and overall story. In short, the player is investigating missing persons and stumbles across a slavery ring operating in a refugee camp. In this case, you see the results of not investigating and dealing with the issue more at a distance, as you're not really introduced in any fashion to the victims unless you choose to follow that quest line. I'm not happy about that, as I'm not sure how to push forward the sense of what happens if you don't care about these people. Even if they're not real, I want the player to feel a sense of unease just leaving them to their fate.


In both cases, if I do not feel that the characters in both arcs are humanized enough, I'll cut them entirely. The former is in a much better position, as you meet the NPC and others around them repeatedly, but the latter so far is just to distant from the actual people involved.  


In your case, it looks more like 'slave' is just another line item in a list, which comes off unintentionally as dehumanizing. And given your gameplay, I'm not sure how you could humanize the slaves given that you're operating at a more abstract level anyway, and not really driving a heavy narrative.

In Topic: Keeping track of branches in the story

12 September 2012 - 01:51 AM

Right now, I really don't have the space needed to do the notecard method. I've been looking at houses, but since I don't want 17 bedrooms, 6 baths, and a goat pen, there's nothing in my area worth buying.

I hadn't thought of trying a wiki though. That might at least make the GDD easier to read on my computer, though when coding I tend to stick with the big honkin' binder that everything is eventually going to end up in when I remember to get some page covers.

In Topic: Keeping track of branches in the story

11 September 2012 - 04:14 PM

Sun, that's basically what I've been doing. I was just looking to see if anyone with more experience had something better. Thanks though, looks like I'm just going to do what I've been doing; going bald.

In Topic: Hard Time Coming Up With a Name

10 September 2012 - 12:39 AM

Like others, I'd just suggest a placeholder name until you are at a point where you can consider releasing solid info to the public. Because you need to check your name vs existing IPs, otherwise you might find EA holding some obscure IP with the same or a similar name and suing you over it.

My own project is currently just sitting with a random name taken from the Bible; the only finalized names are those of a number of NPCs. I'll come up with something when I have a playable game, and not a collection of design docs and code and badly drawn graphics.

In Topic: Old school RPGs made nowadays (PC)?

10 September 2012 - 12:03 AM

Considering that LoG is itself basically a "copycat" to use your terms Legendre , of Eye of the Beholder, Dungeon Hack, Dungeon Master, Ultima Underworld, and so many other dungeon crawls from all the way back into the 1970's (when the first of the first person crawls were made, on the old PLATO mainframe system) and into the 1990's, I'd imagine that there is a rather large number of adults nowadays who started and even grew up on these style games and wish to recapture some of that feel. That's why I and others started Devil Whiskey, back in the day, though when I was a part of that it was Bard's Legacy or something like that, that had to be changed. Basically same style, and released in 2004 I think.

This included me for awhile, on my own project. I dropped that because I couldn't really do what I wanted without going 3D, which I don't want to for mostly nostalgic reasons than technical.

Fact is, these style games have been around as long as the 'top down' style used in so many others, and even as long as the text-based games practically.