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sunandshadow

Repairing the Universe - Game Idea

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Well since everybody has been getting such useful comments for their game ideas, I figured I''d put out one I''ve been having trouble with and let people play with it. And I''m looking for a co-writer if anyone really likes this idea. This is a 1 player adventure game with dialog strategy as well as object and action puzzles. Repairing the Universe (better title later) One day a god was swimming along through the sea of universes when she (well not really she but you know what I mean) bumped into our universe and STOPPED. (What?) As you might imagine, it’s difficult to surprise a god, but she looked at our universe, and she looked again, and she was gobsmacked. (What is this? Who made it? Why?) It was nothing like a proper universe. It leaked. (This being the phenomenon we know as entropy.) It was in the process of slowly ripping itself apart. (The expansion of the universe, black and white holes, gravity.) There couldn’t possibly be any intelligent beings in this madness… And then she saw us, tenaciously living our short little lives on our insane planet. And the Itarians, doing the same, and the Wyverra, and the Humans… (Oh *%&$#@! [Untranslatable expletive, but trust me it was a really bad one.]) Some god had committed a MAJOR crime in building this universe. Or, unthinkably, an empty universe had somehow gone out of it’s balanced storage mode and, by some utterly unlikely chance, spontaneously generated this deranged system and the intelligent life it somehow supported. Gods are not indecisive – as soon as she understood what she was seeing (well not seeing but you know what I mean) she knew what she had to do. Fix it. Fix it in such a way that the life inside would not be damaged, slowly enough that the life could adapt. Fix it from the inside. She sorted through the available minds, selecting her tools. * * * The god began with a child and a make-believe kingdom; after all, in one way or another, everything starts there. Thylacine sat her pony with the air of a hero-queen seeing in her prosperous and harmonious queendom the fruit of all her works and days of mind and hands. Tiger stood statuesque and well-turned out in his zebra dun hide, a gentleman by his stripes and a fit supporter for Her Regalness. The queendom itself showed Her Majesty to be an artist: from its name, Penumbre, to its walls of beach glass, willow withe arches spiderwebbed into palaces by yarn, and radiocentric arrangement around the Mall of Her Dreams. You know, the one with the five-star restaurant surrounded by fountains and palm trees; the store where you can use a computer to design your own clothes and have them produced on the spot by a special fabric printer; the store with everything shiny, from foil-art to huge gemstones; the zoo qua pet store; the Library of Congress; the movie theater that plays old movies by request… you get the idea. Some might think 14 a bit too old for such play, but if she weren’t still interested in make-believe the world would miss out on the odd beauty of the civic plan born from her maturing sense of design and juvenile fascination with Utopian theory. Not that the world appreciated said plan. Tiger thought it was interesting, but what do horses know about civic planning? Not much… but Thylacine reassured herself that Tiger appreciated its elegant yet lively atmosphere, and that was what counted, really. Well, not really, but it was pleasant to look at things that way for a moment. At any rate, Thylacine judged Penumbre to be an improvement on the uninterrupted grass that normally occupied this part of the back yard. And the god agreed, selecting Thylacine the Wyverra as the native guide for the first of her repairs. Thylacine beheld Penumbre, and it was good; with the small exception that it lacked wyverns. Sure it had a statue of Shakespeare the Poetic, one of the noble knights who had founded the city, dramatically mounted on his draconic bond-steed Wilde, but there were no make-believe real wyverns in the city. And Thylacine had been getting more and more interested in Wyverns as she approached the age where she could court an egg and perhaps win a lifetime companion a bit smarter than Tiger, who had gotten bored and was now making his contribution towards mowing the lawn. Like most children, Thylacine had parents, and what her parents thought of wyvern-riding was this: Wyvern riders were generally a bit odd and a bit cocky – Thylacine should fit right in. Carrying packages and passengers by wyvern-express was steady work at good pay, and if there happened to be a war wyvern-riders had a higher survival rate than other soldiers. Basically, it was good work if you could get it. Thylacine’s parents were, as you can see, about average in the parental cluelessness range. It was obvious to Thylacine, however, that wyverns were cool because they were the ultimate accessory: a best friend who would never decide you were boring or move away or start competing with you for grades, money, or others’ attention; flashy transport that evidenced your prosperity; and a sexy partner who’s loyalty to you advertised your social and reproductive fitness. And they came with a stylish uniform for the rider. Now, wyverns are not officially considered sexy, and it would be unheard of for a person to have sex with one, but their species was quite closely related to people, and the similarities were evident. The ruffle, a fringe of skin along the underside of a person’s arms that was an important part of mating rituals, was obviously a vestigial version of a wyvern’s wing. A person’s hand was a weaker but more agile version of a wyvern’s powerful claw. And most obviously, a wyvern’s genitals might be horse-sized, but just like a person’s in every other detail. And wyverns don’t wear clothes. Thylacine, being something of a late bloomer, wasn’t terribly interested in draconic exhibitionism – it was a bosom companion, a soul twin, that she wished for. (Here there is much lamenting about the fact that very few people can have wyverns. After the player completes an intervening game section this situation is changed to the following: The only way to become a wyvern rider is to dream a wyvern for yourself. To dream it strongly, clearly, and persistently. One went at egg-laying time to the nearest aerie, sat in the meditation gallery around the egg-laying chamber, and called a wyvern into existence. While they wait for the eggs to be laid, and to hatch, to clarify and reinforce their vision most wyvern-seekers create something – a song, a story, a drawing, a sculpture of their dream-wyvern. It’s best to have your vision clear and ready on the first day they let the public into the meditation gallery, as they would in two weeks. Thus Thylacine had come out to look upon her city, and use the strength of its envisioning as a strong foundation for her vision of a wyvern. Make-believe, with adult (well, nearly) understanding behind it is more powerful than one might think. It was a secret Thylacine knew: that most of the world you live in you carry around with you, inside your head, and if you can change what’s in your head, the whole world changes accordingly. Gravity and other laws of physics, no, but meanings, expectations, relationships, oh yes. You can alter your little piece of the consensual universe and watch the meme-ripples spread to your advantage…. Well, it’s more like advertising than sorcery, but it worked for Thylacine. So… what would this soul-twin wyvern-of-her-dreams be like? Thylacine dismounted, freeing Tiger to graze. She pulled a handful of sweet clover from the yard, offering most of it to Tiger, and taking a few leaves for herself. Chewing thoughtfully, she gazed at the delicate towers and arches of her city. Did she want a classical wyvern, a dragon-like animal with 2 wings and 2 legs? Or did she want one of the pegasi or gryphons that had started popping out of wyvern eggs? Maybe something entirely new would be best… (Here begins the first segment of adventure-game play, in which the god acts through Thylacine to make the universe responsive to human desires. And the peasants are mightily confused, but when they figure out they don’t have to be afraid, they rejoice. Then another tool-mind of a different race is introduced, and the god acts through them to fix something else, rinse and repeat. Things that get fixed are mortality, pain, bigotry, etc.

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Did you by any chance ever read some Terry Pratchett ?
Sorry, I know it''s not very helpful, but I though of it when I read the part about dreaming your Wyvern.
Also Terry Pratchett and some scientists wrote an excellent vulgarisation book called the Science of Discworld, which has some hilarious passages about some magicians trying to fix a round universe (long to explain).

Your idea sound almost like an educational game, but what advises do you require here ? ''cause I can''t seem to make any real criticism ... except "oh, I like this thing" That''s not very helpful, is it?

I can only see one problem maybe in the goals of the game that you mention, fixing the problems like "mortality, pain, bigotry..."
All this is very much subect to discussion. I guess I would love to know why they should be fixed... mortality, pain are reminders that we should enjoy what we have when we have it. pain is usually a reminder that we are not taking care of ourselves properly. One might argue that immortality is a curse, and the absence of suffering or hardship is a lost opportunity to overcome them and prove your worth... at least I know I would

waddayathink ?




Sancte Isidore ora pro nobis !

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Guest Anonymous Poster
Reminds me more of Anne McCaffery (sp?) than Discworld.

I think you''ve got a solid start. And a nice sized target audience to aim at.

For this first section, is the protagonist a princess or just thinks that she is? I didn''t see a clear connection between the princess and wyvern rider bits. You can probably get away with a bunch of hand-waving though, so it isn''t major.

I suggest keeping the protagonists of the other sections roughly the same age and sex as Thyacine, but change the personality to fit other archetypes/stereotypes, so the player gets to play other points of view. Then the fans can argue which Barbi^H^H character they like best.

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AP - she''s just pretending. I realize this part is confusing, but it should make a lot more sense when converted into an fmv.

Barbie! Actually I wanted the players to have a diversity of genders, ages, species.

McCaffrey is an interesting comparison to make - I suppose I was subconsciously modelling this particular segment on memories of her dragonriders, but on the other hand I consider the greatest flaw of her work to be that she never allows her universe to change and evolve, exactly the opposite of my scenario where the god directs our universe''s evolution.

ahw - yes, I''ve read some Pratchett. I loves
_Good Omens_ and the one about the phantom of the opera was really funny too.

What I''m really asking for is suggestions for details - what should the alien races be like, what should be the objectives of the segments (other than the ones I mentioned), what should the other protagonists be like? Oh, and the big question: what should the player have to do to accomplish something like "making magic exist" or "changing human minds so that bigotry ceases to exist"? I really don''t have a clue other than that it should involve convincing people to do things or be in the right places. I''d like to base my gameplay on Obsidian''s, if anyone''s played that game.

Do you think I need to convince people within the game that these things need to be fixed? I could try to do show by starting each gameplay segment out with a tragic event, but I really don''t want to do that - I want this game to be about wish fullfillment and achieving utopia. Maybe several tragedies could be witnessed by the god and she could cry etc., and then resolve to fix this poor universe and help its tortured inhabitants? But then would I need to have an infodump explaining the alien cultures the goddess was seeing? Infodumping right at the beginning of a story is generally a bad idea.

At any rate, I''m happy you guys think this is an intresting idea.

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Just wanna point(haha, yea my name... so... lol) something out here. You all know what Universe means right? :-) Just making sure... Something about 1. :-P

Well, I had the same idea `bout many universes. I also did alot more fantasy-fiction on it too. I described that each Universe looked like a sphere, but much different. These spheres are special. I gave them the name Omega-Sphere''s. When you look at them from far enough, they look normal, but when you get close (enough that you think you would enter the sphere) the sides of the sphere cascade around you. Hard to explain, but its like your in a bowl. When you look at it, it seems as if you are the center of this ''bowl''. But its not true. If someone was near you, they would also think they were the center of the ''bowl'' and you where on the edge of it. Anyway. Beyond these Omega-Spheres is a white magical void. This space between Omega-Spheres is called the Dialios (Die-lee-oh-s). The Dialios is the true end of the vastness of space. The Dialios contains many unimaginable things (which I have yet to imagine... lol).

Anyway... You could go ahead and get ideas off of what I just desc above. Just letting you know though, don''t get the idea''s too closely oriented, because I plan to eventually make a game similar to it. (of course unless you want me as a co-writer, then your game would have what I said above in full form... heh.)

So, laterz!

Alex Ford
PointSoft EA Co., Ltd.
http://www.pointsoftonline.com

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I like the goal of the game, but I''m confused on a few points. You said Thylacine is just imaging the world you described, so does this mean she is a girl living here in the real world. If so, how does her make-believe world relate to the plot? I assume the make-believe world is the setting for the first segment. Is the goddess going to transform her imigination into reality for the rest of the world?

When the player completes a segment and has "fixed" a short-coming of the universe, should the fix apply to the entire universe or only for the race that the player is currently playing?

How will the goddess choose her agents? Does she search for beings that are especially sensitive to certain issues? Do they need to be facing one or more of the problems she is trying to correct? Or do they just need the capability to bring about the solution?

Other things that the goddess might want to fix: drug addiction, corrupt government, and boy bands.

-Sean

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quote:
Original post by Sean99
I like the goal of the game, but I''m confused on a few points. You said Thylacine is just imaging the world you described, so does this mean she is a girl living here in the real world. If so, how does her make-believe world relate to the plot? I assume the make-believe world is the setting for the first segment. Is the goddess going to transform her imigination into reality for the rest of the world?


Thylacine is a member of the alien race called the Wyverra. What she says about wyverns being related to "people" i.e. Wyverra is true. She has actually built the willow withe and yarn city in her back yard. She is imagining it''s history and the fact that she is queen of it. The goddess is going to use her imagination and utopian tendencies to transform reality.

quote:

When the player completes a segment and has "fixed" a short-coming of the universe, should the fix apply to the entire universe or only for the race that the player is currently playing?



The entire universe.

quote:

How will the goddess choose her agents? Does she search for beings that are especially sensitive to certain issues? Do they need to be facing one or more of the problems she is trying to correct? Or do they just need the capability to bring about the solution?



um, mainly the capability, but they have to see the problem as a problem otherwise they would not think of solutions.

quote:

Other things that the goddess might want to fix: drug addiction, corrupt government, and boy bands.
-Sean



lol boy bands The other two are good ideas.

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Guest Anonymous Poster
Ah. ok, I think I see. She is a 14 yr old who wants to be a real wyvern ryder, but likes to pretend she''s a princess. Got it.

I''m going to stick to the suggestion of using different young female protagonists. Aim the game at the ''my pretty little pony'' target audience, and their parents. It''s a good market to aim for. It''s big and there isn''t a lot out there.

The first character is a bit sugary, and the overall goal of ''fixing the universe'' through a few isolated actions of individuals as some sort of symbolic gesture will hold more appeal with younger gamers. Older folks tend to be more cynical.

Let the 2nd character be a young tomboy/rebel, who wants to show that she is just as capable as the males. You could even throw in the racism in that one too. I see her as being a stereotypical street urchin.

As far as how to accomplish the objectives, that''s tough.

Making magic: Obviously the main character has to accomplish something magical. Like, Wyverns don''t exist anymore, and wyvern riders are only fairy tales, but the character summons/acquires a wyvern in the face of everyone telling her it was just make believe. Then as she soars over the crowd, they all see the wyvern, and believe. The specific quests to make it happen should also be symbolic and arbitrary since they only matter to the main character. Maybe a storybook formula that she tries to follow to ''call the wyvern''.

JSwing

(oh, and I was the AP too, just too lazy to login)

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Do you know the RPG called Changeling ? It was developped by White Wolf Publishing, but I think it''s not published anymore
the players would be fairies of all sorts, and their basic goal is to protect the Dreaming and fight the Banality (not sure of the words there, I am translating).

It''s interesting because each great family of fairy has specifics that distinguish it from others. You can be a Troll (a fairy Troll, not a real Troll), a Sidhe (sort of elf, really), a Pookah, etc. They have IIRC a sort of magic that''s based on an energy called the Glamour.

Maybe your heroins could be one of them ? Or a human that tries to protect the Dreaming ? Or that has a power based on the Glamour (the power to make dreams come true, of course! )

As for the target audience, indeed, it would be very hard to make something for the general public IMHO. Changeling RPG is no more sold for some reason... probably the concept is too had to grasp, and also it''s totally "a contrario" with the rest of the WhiteWolf works. It''s fresh, it''s nice, and you are trying to save something childish (the Dreaming...). It''s ... Peter Pan-esque, if I may say so.

I wish you had read Peter Pan, by Loisel (a french artist), it''s a much better adaptation of the story than the Disney one. Not because I don''t like Disney, but because Loisel''s is darke, and yet more dreamy... there is something much deeper in it, sadder.

Anyway, do I make any sense ?



Sancte Isidore ora pro nobis !

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I love the idea, but I must confess - I am still a tad confused as to who you actually play in this game : The Goddess controlling the mortals, or the mortals themeselves? Perhaps it''s because I haven''t slept yet and it is 10am...


Anyway, what sort of game did you say it was? Adventure, I believe you stated at the start. This is good. It makes achieving these very ambitious goals much easier.

I think, ultimately, this game would be a little too old for the market that the anonymous poster suggested. In fact, I think in order to get these goals achieved, you would want to aim at the ''deep thinking'' gamer.

I think that deep interaction with influential people around Thylacine could be a great way for the player to ''learn'' things, and then apply this knowledge to certain events that happen as the game progresses.

Using Thylacine''s situation as an example;

Thylacine is interested in ''shaping'' the imagination of people. We have people that do that today - they are called artists. So, perhaps the goal of the player whilst using the character of Thylacine is to become an influential artist, much like the statue of Shakespeare ...

This could be obtained through various character interaction, each outcome developing the character of Thylacine to a more complex extent.

I think the problem with this sort of game is that you are asking the player to create a world that, in it''s game essence, has to already be created. There are ways to make it work, but if you''re not careful it could get much too complex.

A way you COULD do it is by allowing the player to have a choice of which character they wish to play (thylacine, benedictus, etc). Each character is a scenario, of sorts, with goals. The goal of Thylacine is to achieve the creation of the perfect wyvern. Did you ever play Princess Maker 2? Well, I am hinting at something like that. Thylacine has character traits:

Morality
Compassion
Strength
etc

She also may have a list of skills (Ergh, I detest skills) that she develops as she gets older. Skills such as art, poetry, cooking, fighting, philosophy, etc ... It is up to the player to develop those skills specfic to her goals within a certain timeline (Perhaps before thylacine gets too old?). It is the players choice as to what they pursue, and this gives them the chance to screw up (Choosing to develop fighting to ''create'' a wyvern doesn''t seem like a probable choice). Skills are developed by talking to specific characters, enrolling in ''schools'' and perhaps even undergoing actual exams, etc.

Anyway, that''s one possible idea .. it''s the best I can come up with to make this scenario work. Knowing my luck I have totally missed the point of the game and will now feel forced to live in shame

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ahw - I finally found some information about Changeling, and protecting the dreaming - you didn''t miss the point at all, that''s essentially what I want to do, although I want to use a more science-fiction style.


Sarazen - you actually play the mortals, the goddes is basically a framing device, and a reason for the player to have knowledge beyond what the mortal would have.
I don''t think asking the player to create a game world that has actually already been created will be a problem - if there''s only one thing I can write really professionally well, it''s worldbuilding. My plots may need help, but people always complement the clarity and vividness of my worlds. Not to pat myself on the back here or anything, there are lots of other things I have yet to learn, I just wanted to explain why I wasn''t worried about what otherwise is a very legitimate concern. I have played PM2, and I did design a game like that once, but for this one I want to go the direction of the Longest Journey, if anyone''s played that yet - I just got it and I was really impressed - I played it cooperatively with my 8 yr old brother and we both understood all the plot and exposition, and thought it was a good story. My target audience will be a bit older than 8, but my game should be understandable by an intelligent 12 yr old or maybe a 15 yr old of average intelligence.

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I understand, yes. Well, I''m more of a conceptualiser and storyteller than anything else, but I know where you''re coming from.

I haven''t played TLJ yet, so I can''t quite relate it to what you wish to achieve ... which is a shame, because if I knew where you were headed I know I could help

Oh, also, I have e-mailed you regarding another of your posts ... so, check it out and send me a reply

Cheers

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Ah the joy when someone actually listend to what I sya and check out the references I point to

By the way, I can''t help but think of Vision of Escaflowne.
Do you know this anime ? I thought about it in my previous post but wasn''t sure if it really related to your topic. But after viewing yesterday''s episode, I can''t help but think you shold check it out. There is a lot about Fate and changing Fate and how our dreams can come true, etc. Extremely good anime, really (but then again, it''s done by the guys who created Robotech and Lodoss ... which I both love).

I also recall giving you some pointers on manga games. Maybe I even showed you True Love, or Seasons of Sakura ?
Well. The mention to Princess Maker (which I can''t seem to be able to find ) reminds me of those games...
Also I like Sarazen idea of maybe separating the game into sorts of chapters, each could focus on one aspect to be changed, one character.
Of course your skill would come from interweaving all the different characters and chapters into an overall story line.
Sounds quite nice to me.

BTW, could you maybe expand on what the Longest Journey is ? I know the name but it could be heplpful for the discussion if you told us what it is, or essentially what elements you are interested in ?



Sancte Isidore ora pro nobis !

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Guest Anonymous Poster
Seasons of Sakura? I haven''t played that ... True Love was great though! And as for Princess Maker, the underdogs have it at their site I believe. I think you''ll find it''s much too hard to find on shelves anywhere ... (Lodoss is great .. I found my collection the other day! WOOO!)

www.theunderdogs.org

I can spend hours in this place looking through abandonware ... and don''t worry about copyright infringement, etc - these guys are pretty legit. As soon as someone contacts them about a game they have up that infringes, they take it down immediately. Basically, they present to you all of the excellent games of the past that you just can''t find anywhere

The concept of this story certainly sounds like it''s come straight from the mind of a Japanese animator ... the reason I suggested chapters was to invoke more of a story-telling atmosphere in the game, and also to make for a more interesting mode of play - The idea of combining them eventually is great.

A question, to you, sunandshadow - Do you want people to be able to ''stuff up'' as well, or do you wish to have a plan that they adhere to? Alternate endings can be tricky at times, but people love them ... and, expanding on the chapter idea, at the end there are two obvious outcomes depending on what the player has done through their ''journey''.
One is that the world reaches a ''transendance'' due to the abolishing of certain unneccessary evils, and the other is that the world is even worse off than when you started, due to the introduction (?) of certain unwelcomed elements.

Just another idea ...

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First of all, Season of Sakura and True Love are not great games. Season of Sakura is just constant clicking to advance a linear branch story. True Love fairs a little better in which the story occurs when you goto ta certain place at a certain time. But when you come down to it, all the game offers is 8 (I think) linear stories. So I don''t think those two are good examples if you want to make a good game. I''ve also played Princess Maker I and II unfortunately I haven''t got a chance to play III yet. PMII is a good game, but I do find it somewhat lacking on the side adventures, repeatitive tournaments, n other stuffs. I wonder why no one has mention Konami''s Tokimeki Memorial ?

Longest Journey is a really terrific game with a great story and different plots. And I do think if you want to write a story intensive game this would definately be the way to go.

sunandshadow- Thank you for the comments on my board. I have played Harvest Moon but I do find it a somewhat slow game which I intent to improve. Also I''ve decided to flash out the star festival aka lovers festival a lot more for the females audience to enjoy and hopefully that would improve the game a little more.

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The Longest Journey is a new adventure game. It''s 3rd person, pre-rendered backgrounds like myst and most other recent adventure games. Interface is pretty typical - a smart cursor and an inventory. The game is broken into chapters, and generally the puzzles and the objects used to solve them are contained in the chapter, which also has a restricted setting - it''s essentially impossible to advance a chapter and then find that you are missing an object you needed to get in the second chapter. This self-containedness is also very handy for managing what npcs are supposed to say and limiting the savegame info needed, like whether you have viewed an object and gotten the long description or initial interaction, after which viewing that object again will give a shorter description. This game does not have a branching plot. I don''t want to spoil the story for anyone, but basically it plays with the gauranteed victory design of adventure games by making your character the prophesied one who cluelessly, through a combination of accident and application of common sense, manages to fulfill all the prophesies without even knowing there were any prophesies until people start calling you "The Waterstiller" and "The Windbringer" etc. It has a lot of humor too - there''s a cute inflatible ducky, a wind-up monkey drummer policeman, and a magical bad guy that gets eaten by the logicalness of a calculator. My only complaints were that some of the puzzles were counter-intuitive and the denomuent (resolution after the climax) was lame and way-obviously a set-up for a sequal.

I was thinking of emulating this and following sarazen''s suggestion in that each chapter would be a separate set of puzzles and settings, which would need to be completed to advance to the next chapter. Unlike the longest journey, in my game each chapter would have it''s own main character (at least for the first several chapters, I might want to start combining previous settings and characters towards the end. I think that instead of having multiple possible endings for each chapter, I will have each result in a mixed victory - the target problem was solved, but new smaller messes were created that will bother the main character of the next chapter. I also am going to go with sarazen''s idea of using the creation of a work of art (specifically a movie) as the solution to one chapter, the prejudice and bigotry one.

I actually liked true love a lot the first two times I played it. After that it was too boring though. And it made me mad that I couldn''t figure out how to get the guy.

I haven''t seen any vision of escaflowne, unfortunately, but the local science fiction society''s just getting geared up for the year, who knows, they may end up showing some.
___
I have a brand new mohawk! Yay me!

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quote:
Original post by sunandshadow
Unlike the longest journey, in my game each chapter would have it''s own main character (at least for the first several chapters, I might want to start combining previous settings and characters towards the end. I think that instead of having multiple possible endings for each chapter, I will have each result in a mixed victory - the target problem was solved, but new smaller messes were created that will bother the main character of the next chapter.



Well, then, what I suggest could be feasible then ? Having all the characters kinda "connect" in an overall grand scheme of things...
An example of what I can think of would be Pulp fiction.
Three stories of characters whose paths cross at some stage in the movie but not necessarily in a "relay" sort of way.
Think of Half Life and its sequels if you will.
In Half Life, at some stage, you have to jump into a teleport gate while everything is collapsing around you.
In Opposing Forces, the (non)sequel, you are playing a grunt, who doesn''t know anything about the story of the first episode, and who plays the game in parallel to the first episode''s character. At some stage in the game, you arrive jsut in time to see Freeman (the hero of the first game), jump through the teleport area while everything collapses around him.
Similarly, in Blue shift (the third sequel?), at some stage you see Gordon Freeman being taken away by soldiers, inconsicious (which happened to you in the first episode, when you play Gordon)...
does that make any sense ?

What I am saying is that having sort of chapters is definitely fine, but you have to have some sort of "fil rouge" (red thread ?) to follow as the player (not as the character(s)).

quote:

I actually liked true love a lot the first two times I played it. After that it was too boring though. And it made me mad that I couldn''t figure out how to get the guy.



You can get ... a ... guy ?! Gee, I don''t remember that one... my personal dissapointement was with Season of Sakura where I don''t seem to be able to get the girl who wants to become a nun, and that dark moddy one, my favourite

My mention of the anime games is more to do with the fact that you can''t really lose. only miss all the goodies... A bit like you can play Cobra Island (another anime game) and rescu the damzel and kill all the baddies and never see a tit (but if you look around ... hehe )
I think, unlike most people who deny this form of cRPG, that eastern cRPG have a nice way to convey the story and never really put you into a totally unsolvable situation. Of course you end up with the "try again syndrome" where most chats end up looping until you choose the correct path, but hey...

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I haven''t seen any vision of escaflowne, unfortunately, but the local science fiction society''s just getting geared up for the year, who knows, they may end up showing some.


Well, it''s a pretty new serie. It barely started in France on the pay per view TV (but thank heavens during the free hours)
So I''d be surprised if you didn''t see it soon ? It seems we French, with the Spanish, we get manga translated much faster than for the US...

quote:
I have a brand new mohawk! Yay me!

Yay !





Sancte Isidore ora pro nobis !

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quote:
An example of what I can think of would be Pulp fiction.


Hmm.. now I''m starting to think that someone one should make a Max Payne clone with a story like the movie Momento. Oh yea!

The thing is, Pulp fiction never have a definate straight story to tell and the whole movie was done in random chronological order. That will have an effect of lowering the impact of the final outcome to the players mainly because they will be unsure if it is really the end or not.

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You can get ... a ... guy ?! My personal dissapointement was with Season of Sakura where I don''t seem to be able to get the girl who wants to become a nun, and that dark moddy one, my favourite


You can''t get the guy in True love sorry to disappoint you. But you can get a guy in a similar game called May Club though... maybe that''s the game you were thinking? My problem with Season of Sakura is that I can''t get the gloomy, short white hair girl that looks like Rei and got so frustrated having to start over everytime having to read all the conversations again. Bad game design, Grrrr.

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I haven''t seen any vision of escaflowne, unfortunately, but the local science fiction society''s just getting geared up for the year, who knows, they may end up showing some.


I have only seen a few episodes of escaflowne but not enough to comment on it. Another anime you could check out about changing fate is El Hazard. It''s overall story and plot is very well done and the hook at the start is really excellent.

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Ahhh, young grasshopper. You are obviously not skilled in the fine art of smooth talking! I sat down at a LAN one morning, after everyone had finally gone to sleep, and finished True Love in every way possible. And yes, you CAN get the guy (your best friend). I''ve forgotten how to exactly, but if I can be bothered getting the game out again I''ll let you know.

I still think the best one was the cat ... heh.

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I am quite confused, because it was mroe like a prelude to a book then a idea for a game. You introduced two charecters. I like the writing, and I think it would be good as a beggining movie for a game, but I cant find a plot.

I can however think this:
The Goddess has trouble creatting by herself so she uses the girls dreams to create the world, since she dreams of it as a beautiful place.
The question is which is easier, repairing the world, or making a dream come true?

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Sarazen: Do tell me if you remember! Did you actually get a picture sequence with him? I got a cheat that supposedly extracted all the pics from the game for you and there weren''t any "reward" ones of him. If there weren''t any pics I doubt it would be worth the attempt.

Drizzt: The plot is really quite simple: You are a goddess. Because of a moral imperative you must fix the universe. Because you don''t completely understand the weaknesses and reactions of the intelligences that have evolved here, you are using them as tools/mediums to guide the repairs, as a safety precaution. The universe itself and people''s agendas and beliefs resist you. When you have overcome all resistance, solved all puzzles, and cleaned up all side effects, you have effectively "saved the universe" just like in your typical RPG, everyone lives happily ever after, the end.

What I really need to do is figure out what the settings, protagonists, and mini-goals of the various chapters are, what resists each one, what each solution is, how to ensure that the gameplay is good, and how to get a team to put the game together.

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Hello,

The script looks very impressive so far.
I have some ideas for splitting the game up into several levels.
Each level could be another mission.
Some missions could be :
- save endangered species.
- recover the missing DNA sequence of endangered species
- create new species to work for you
- work with old civilizations to recover old wise knowledge
like indians, shamans.
- work with spirits





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