seriously though, i've had some thoughts about the role of meaningful metaphors - particularly symbolic objects, as well as settings and characters - in open-world games, or games where the narrative is not traditionally plotted. the 'quantum authorship' idea, just in the way that you described it, seems like it could have some potential in solving the problem: how do you draw attention to important things when you want to maintain the illusion the player can pay attention to whatever the hell they want? perhaps solving this quest this way could slightly tweak the under-the-hood details of a living quarters, for example, to bring a photo frame - or yeah, a bottle of vodka - to the fore. maybe stumbling upon encounter A and encounter B gives more figurative gravity to setting X, and important story elements could then shift to that location.
maybe this doesn't make sense, or maybe it has been said many times before. i am no game developer! but if i were, that's what i'd be thinking about
seriously though, i've had some thoughts about the role of meaningful metaphors - particularly symbolic objects, as well as settings and characters - in open-world games, or games where the narrative is not traditionally plotted. the 'quantum authorship' idea, just in the way that you described it, seems like it could have some potential in solving the problem: how do you draw attention to important things when you want to maintain the illusion the player can pay attention to whatever the hell they want? perhaps solving this quest this way could slightly tweak the under-the-hood details of a living quarters, for example, to bring a photo frame - or yeah, a bottle of vodka - to the fore. maybe stumbling upon encounter A and encounter B gives more figurative gravity to setting X, and important story elements could then shift to that location.
maybe this doesn't make sense, or maybe it has been said many times before. i am no game developer! but if i were, that's what i'd be thinking about
yeah, exactly. i've done enough tinkering with systems design that i know unexpected behaviour will crop up, but that's totally what people love about Dwarf Fortress. so at the conversational level, i'll probably limit it to 'pick from these sentences based on mood', but there'll also be the RPG equivalent of leitmotifs, and that's where the emotional draw will come from.
Hopefully! but that's the exciting part about experimental games!
what strikes me as most interesting about this pitch is the setting. how did you settle on it? it seems to me there's a lot of potential for storytelling but much less for action and combat, which is fine by me.
if you do decide to take out combat altogether, though, how are you going to structure a quest system? will all the challenge revolve adventure-game style narrative puzzles? also, how will you enable the player to kill everybody?
alternatively, if you leave in the combat, how are you going to find enough variety in your quite limited setting to keep it interesting? will you be beating up a lot of renegade robots and corporate goons? is there some sort of class system i should know about? i'm finding it difficult to picture this in my mind
basically i would like to know more about the setting, i'm not sure if how i am envisioning this matches up with reality
instead of defining an exact event in response to some trigger, we define a range of events that might happen based on some other criteria
I've been thinking about dynamic story plotting like that, but I was going with variable probability. So the probability of an outcome is increased by other factors, instead of being set as "possible" and randomly chosen. So you could do things to increase the likelihood of a desired outcome, but nothing's guaranteed.
How big is the team for this project? It sounds really interesting.
We'll get back there someday.
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#pipeCocky Stride, Musky odoursPope of Chili TownRegistered Userregular
So last night I had a dream where I came up with a game design revolving around a guy searching for extraterrestrial life and slowly going insane over it, and I'm pretty sure this thread is at least partly responsible.
Space-armor pauldrons that more than double your height
Gotta keep that life support somewhere.
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Olivawgood name, isn't it?the foot of mt fujiRegistered Userregular
This is maybe the coolest thing you've thought up yet, Orik. It's pretty darn ambitious. I look forward to hearing more about it going forward!
I guess my question would be, do you intend to use Medium Difficulty to help promote this thing a little, like RPS does with that Sir You Are Being Hunted game one of them is making? Or is that not a road you want to go down?
Dear Kickstarter, I refuse to back this project unless you accurately portray interspecies romance. Please use the enclosed erotic fiction as inspiration
Chapter 1: The martian's anal tentacles coiled around my...
This is maybe the coolest thing you've thought up yet, Orik. It's pretty darn ambitious. I look forward to hearing more about it going forward!
I guess my question would be, do you intend to use Medium Difficulty to help promote this thing a little, like RPS does with that Sir You Are Being Hunted game one of them is making? Or is that not a road you want to go down?
GEISTPROJEKT is a division of Medium Difficulty Publishing, Inc.
it's a publishing company, yo. we'll use it to help spread the word, of course, but mostly through other press sites - MD.com doesn't get a ton of traffic. a respectable amount, but not a ton.
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yes, but.. will it be np rad
So you better deliver.
Gamertag: PrimusD | Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
maybe this doesn't make sense, or maybe it has been said many times before. i am no game developer! but if i were, that's what i'd be thinking about
Only time will tell!
but i'll probably have a webpage at some point that you could, theoretically, throw money at.
yeah, exactly. i've done enough tinkering with systems design that i know unexpected behaviour will crop up, but that's totally what people love about Dwarf Fortress. so at the conversational level, i'll probably limit it to 'pick from these sentences based on mood', but there'll also be the RPG equivalent of leitmotifs, and that's where the emotional draw will come from.
Hopefully! but that's the exciting part about experimental games!
So here are my ultra important questions:
Do I get to build and upgrade ships out of crummy spare parts?
Do I get to fly the ship or at least man the systems?
Can I, at any point on the station or my own boat, flush someone out an airlock?
If the scope of this game proves a little too ambitious, what would you expect to cut from the final product?
Can I be a sexy space pirate that strikes fear into her enemies?
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if you do decide to take out combat altogether, though, how are you going to structure a quest system? will all the challenge revolve adventure-game style narrative puzzles? also, how will you enable the player to kill everybody?
alternatively, if you leave in the combat, how are you going to find enough variety in your quite limited setting to keep it interesting? will you be beating up a lot of renegade robots and corporate goons? is there some sort of class system i should know about? i'm finding it difficult to picture this in my mind
basically i would like to know more about the setting, i'm not sure if how i am envisioning this matches up with reality
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READ MY COMIC ^^
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I've been thinking about dynamic story plotting like that, but I was going with variable probability. So the probability of an outcome is increased by other factors, instead of being set as "possible" and randomly chosen. So you could do things to increase the likelihood of a desired outcome, but nothing's guaranteed.
How big is the team for this project? It sounds really interesting.
Will there be hats?
Need some stuff designed or printed? I can help with that.
I guess my question would be, do you intend to use Medium Difficulty to help promote this thing a little, like RPS does with that Sir You Are Being Hunted game one of them is making? Or is that not a road you want to go down?
PSN ID : DetectiveOlivaw | TWITTER | STEAM ID | NEVER FORGET
Fucking neat idea, but dang almighty does this sound like a lot of work.
Not saying that as a "you shouldn't do this" sort of thing, but as a "you should most definitely do this" sort of thing
I am the biggest sucker for hard scifi
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Dear Kickstarter, I refuse to back this project unless you accurately portray interspecies romance. Please use the enclosed erotic fiction as inspiration
Chapter 1: The martian's anal tentacles coiled around my...
GEISTPROJEKT is a division of Medium Difficulty Publishing, Inc.
Right now? One. Part-time.
Eventually? We'll see.