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Original post by sunandshadow
What really wastes everyone's time is when you wait till the rest of us have a general consensus about what the races are and then say you want something totally different.
In my opinion you guys are just holding on to the first thing you see without seeing what else there are. We don't have such strong consensus they way you see. You took the role of coming up with the design document, and you spoke as if there is a consensus. I took the role of coming up with the opl to show that we do not have a consensus and how we can come up with one. And it is not just me who disagrees, 5M also disagree but he says even less on what he disagrees about.
On the other hand, I also am working with what you think the consensus is. Take the character Frequency, everything fits with what we have already discussed.
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Now I don't want you to feel like everyone's yelling at you, because we have kind of ganged up on you in the last few posts. But maybe you should consider that if we are ALL telling you to clearly state what you desire this game to be, maybe it really is necessary.
Of course this is necessary, and I have already done this since day one:
The game is about how humanity got splited into two races due to different philosophies on how to deal with a common threat. Due to their disagreement, they were unable to deal with the problem and the branches separated and developed in isolation. Eons later, the two branches return to the same land facing the same threat. They discovered a cryo from the past, a tragedy due to their initial separation. The central idea is how the initial separation is necessary for the two distinct philosophies to mature into their perpendicular forms in order for a synergy to exist that ultimately solves the problem. The initial disagreement and separation were not mistakes that humanity made. Due to that separation, humanity is now able to progress into something that they could not have reached.
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You refraining from posting so as not to drive the design process is not the answer - what we need is Onyxflame and Avatar God to post more, and everyone to be actively creating a RNPC and their subplot, so that we are ALL driving the design process.
I don't see anyone ganging up on me. I am driving the process and I am creating characters. I did not refrain from posting or drive the design process. I refrained from driving the discussion about P21 P22 and P23. If you look back in the posts I have already posted a lot about those topics. Those were the topics that you and I created pages on of long posts that make the others unable to catch up. Yes we do need Onyxflame and AvatarGod to post more, I don't see how this can happen if I continue to reply like I did, creating pages that they can't catch up with. Therefore, as I said before, I was waiting for them to speak first, and then I would continue.
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I also think it would be really helpful if everyone would do this hypothetical game review exercise, so we would all be better able to understand what each other want this game to be, and then we will be able to make better suggestons for how to compromise to make everyone happy. And it definitely IS time to compromise - we haven't added anything to the game design doc in almost a month because we are all stuck disagreeing and directionless. If we don't get that sorted out people will get sick of making no progress, everyone will post less and less, until there is no collaborative game design project and 2 months of work goes up in smoke - I am very afraid of this.
If you think that the design project is going up in smoke, from my point of view the reason is that we don't have an organized way to support disagreements. Somehow you guys think that the disagreements are making it directionless. The disagreements are the very foundation of the direction. If each idea is a dot on a grid and a compromise is the center of mass among the dots, then we need to know where all the dots are in order to make a compromise.
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As for titles, we certainly know enough about what's going to be n the game to choose a working title, and we can always vote to change it later. But even as an example, _Cryo_ is an awful title. It's way too simple and short and not intriguing at all. If you don't want to create a new word, you to least need to use regular words in unusual juxtposition to each other to make players curious, and in order to use words in juxtaposition to each other, you have to have more than 1 word. _Cryo_ doesn't communicate at all the fact that the game focuses on romancing 'aliens'.
Cryo indeed does not suggest romanticing with aliens. In my description above, there is nothing about romance. Romance is a theme, not a central idea. In other words, I don't see the reason that we create a new world just to have aliens to fall in love with. The Romance theme is what gives the story a personal and emotional touch, but the central idea is something else, something that the mystery is based on.
In terms of juxtaposition, what do you think of the title "Frequency of Mana" if it is a game in which Frequency and Mana are main characters that personify the distinction between the techno and magical philosophies. The game itself is about how Frequency and Mana represent two forces that would need to be combined to yield a new, deeper meaning.
For example, if our game is purely about love (and in a cute way) and it takes place in a futuristic, techno-magical blended world, it can be called "Cintura Cafe". The game itself will be about the PC being a summoned worker for the cafe, in which he interacts with the many customers (alien customers) at the cafe, and discover their lives outside the cafe. The PC is just a poor, lazy, nobody with no particular talents working at the cafe. Your boss is someone who knew you since you were young and let you stay in the cafe helping out. There are many interesting individuals who come to the cafe, and as an employee you come to know them as an observer (and sometimes a messenger). Some of them are single, and some already have a relationship. All the RNPC are in common that they all go to the Cintura Cafe. But all have different goals and personalities, and some are frequent customers and some are one-timers, there is the one that just stand waiting outside the cafe and never comes in. The player can observe relationships being formed and broken in the cafe, at the same time able to intervene or get involved in those relationships or forming a relationship with the RNPCs outside the cafe. The game will give the player opportunities to discover the RNPC outside the cafe and to explore other parts of the blended world. The overall presentation will be humorous, light, relaxing, and enjoyable.
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Here's a compromise suggestion: how about we make the PC's last name be Heartkey (the player can choose the first name), and call the game _Heartkey_, or _The Heartkey Tapestry_ or something like that?
Heartkey is too obvious.