Quote:Original post by Tim Ingham-Dempster
I wouldn't allow rapid switching between mortal and god.
Agreed 100%. You need to have incentive for each.
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I would have the player be a member of a god race or a race with god level tech.
Makes sense. For a long time now I've been halfheartedly kicking around the idea of making the player a member of a secret society, sort of a descendant of ancient alien tech gods. I've never been totally happy with it because I want you to have the freedom to pursue your own goals and I'm thus leery of hanging a huge weight around your neck. But using it would be a nice way of framing this, with the caveat that although you might be an ancient you're still trapped in a mortal body.
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they would be able to inhabit a mortal body, but that would remove their god powers. You would only be able to inhabit a body once, be it for a short period or an entire lifetime, otherwise the player could go into god mode to tweak things that they didn't like.
That's a great idea. The god powers come out in the interstices between life and death.
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Quite why the player would choose to give up the powers is an interesting question. I think I would do it for the experience, but I'm not sure if the general player would.
Okay, what if changing things as a god depleted you and the only way to get your power back was to live as a mortal? Mortals generate life energy, for instance, and gods use life energy to do their works.
Life energy could come in several flavors, too. Maybe not just the light/dark dichotomy, but more morally varied deeds as a mortal could generate different types of energy-- say clear acts of altruism, savagery or selfishness.
Given how much trouble it would be to detect the morality of player actions I'd have to award it like experience points and tie it to set situations, though. I don't know if that would work with the more freeform sandbox gameplay I have in mind, unless you played through the sandbox stuff just to get yourself in a good position to take on "once in a lifetime" challenges which would reward you with the life energy depending on how you resolve it.
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Presumably the god-mode would be quite detached and impersonal, even if they can intervene it would most likely only be on the level of worlds or civilisations.
Yes, you'd be more like a wrecking ball than a cutting torch as a god.
Another idea: I've been bothered by the potential pointlessness of generating events on the map which erase species. If all I wanted was history there's technically no reason not to randomly generate it all at once rather than simulate it in time.
What if, however (in keeping with the super advanced race idea) you had some sort of physical device, like an emitter, which could be built up as a mortal to improve its range and abilities. As a god these emitters would circumscribe your range of power.
With this there would be more of a point to generating things like solar flares, supernovas and other events that could wipe out species because you could determine first if the event falls within the range of your power and second if you want to expend your limited powers saving a species.
What would really be interesting is if you'd have chances to decide if you want to try to do it as a mortal or as a god. As a mortal, maybe you try to rally the resources of your people. As a god you wave your hand but use up valuable energy.
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You would certainly need to force every player to do so once for a decent amount of time so that they can see the possibilities open to them as a mortal that aren't as a god. This could quite easily be framed as a right of passage enforced by the other members of your race.
Another possibility is to give them a few powers as a god but make them run out, then let them switch to being a mortal. A strategic player would learn that they want to frame the universe a certain way-- say make sure that they have a fertile, stable environment as a god so that as a mortal they are free from bad events, like invasions or supernovas.
Playing the sim forward, btw, might also be a god power or maybe free with a limited range that can be increased. This way your omniscience becomes prescience. You can mark the date, look at coming events, then jump back to the date, go mortal, and either prevent or capitalize on events.
I think it should be somewhat fuzzy, though. Maybe you don't get knowledge of the specific event-- such as an assassination-- but rather the notion of potential / magnitude, that "something momentous" has happened to alter the flow of events.
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I imagine that the player being a permanant god would be very different to the game that you wanted to make, and that alone is reason enough to avoid it.
That's it. My motive for a long time has been to experience a Civilization-like epic scope from a more personal RPG perspective, so that's the only excuse I have. :)
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Having the player be a mortal opens possibilities to explore areas like mortality (that was somewhat circular reasoning there) and human relationships in ways that a god couldn't. The problem here is that in general games have thus far been absolutely lousy at this. That being said I did think your idea about letting the player jump into an older character had potential in this direction.
Sacrifice and loss are two big themes that I see having potential. For instance, to use an well worn science fiction trope, let's say you uncover a virulent, corrupting force while exploring. There's no real point in doing anything other than reloading if you're fixed to a mortal frame of reference. If, however, there's "life after death" you have reason to keep going.
Moreover, taking the energy building idea, what if you could recruit and somehow build up even more power as a faction? This would mean that you might want to sacrifice your character rather than bring the corruption home.
Further it might be best to say that if your race dies the game ends. So ramming an invading enemy ship actually becomes not just a noble thing to do, but something that the player can logically relate to.
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Just a few thoughts.
Haha, sorry I answered back with so many more but I think you grok the meta of this idea. Thanks a million for the feedback!