The Transmigration of Aldous Turns
Why film noir? Why a dissapintingly standard kill-the-horde-of-monsters game mechanic?
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
There isn't really a horde of monsters per-se, in fact there is only one darkling (or whatever I am going to call these things) for each person you are trying to cure. So in this way its gonna be more like Shadow Of The Collosus really. You wont kill a darkling by simply slashing it with a sword or shooting it with a gun, you must solve some kind of puzzle inside of this guys head in order to do this - you need to figure out what it is in this persons psyche that the darkling feeds on. So other than those battles on the astral plane, the game is going to be combat-free. All of the real world work will consist of talking to people, searching for clues etc. So it's like a detective game with a twist.
"Why film noir?"
I always liked the feel of film noir movies and it is really an enviroment where I can see this bizarre Aldous Turns character step in. He is supposed to be like something out of a Lovecraft novel - a middle aged literature-geek obsessed with the occult donning a moustasche.
"Hmm, there seems to be a disconnect between your story concept and your gameplay concept. :/ If the unique thing about the character is that he cures his own madness, to me that suggests strongly that the gameplay should feature him fighting (possibly by solving puzzles rather than literal combat) and defeating his own madness before trying to cure the rest of the world. And the idea of 'curing one's own madness' does not at all match your dream examples, where 'spirits' are doing the actual curing. Instead your examples imply some odd sacrifice, such that your shaman can't be considered quite human after he is cured, which doesn't fit with the idea that curing others keeps him sane, or why and how this is so."
Well he is not insane anymore, he is just liable to become insane again unless he keeps on shamanizing. The best analogy I can think of is how vampires need
blood.
I am sorry I am not that good at expressing ideas in text.
Madvillain.
So why do the darklings exist?
(Here's a random thought - maybe a Shaman, instead of curing his own madness, goes the other direction and embraces it, learns to use it. And he needs to 'eat' darklings to fuel his madness?)
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
I want to make the darklings represent somehow the leap our society has gone from the more spiritual world of the archaic shaman. I realize I am probably going to have scrap this idea because it just come from my tendency to antagonize the corporate world we're living in. But politics doesn't really belong in games in my opinion. After all, playing a game is supposed to be an escape from all that, right? On the other hand I do want to make games that actually express ideas the way books and movies often do, employing more literary devices and symbolism than games normally do.
Thank you.
-Madvillainy.
The idea that machines and other artificial parts of modern civilization are bad for the soul is a fairly common idea (although a somewhat ironic idea for anyone interested in computer games to hold). If you were to investigate what philosophers have said on the topic and come up with some fantasy worldbuilding which logically supports your position, that would probably give your game a strong and interesting theme.
So what makes the modern world less spiritual than the ancient one, and what do darklings have to do with it?
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
A quick suggestion off the top of my head: why not have these darklings simply be the corporation-fed, materialist "demons" of each individual? Perhaps your targets are corrupt CEOs and managers (think Enron scandal), or maybe mindless consumers who have lost their logic to the allure of advertising media. Maybe each character you have to save has some edge of insanity themselves, and you have to confront it to save them and move closer to the overall "big plot element."
There's two basic ways you can take this concept. One is to help people override their insanity, and the danger is that by coming into contact with that insanity, you risk becoming it. Basically, the protagonist's natural level is "sane" and overcoming the game challenges requires flirting with insanity but not succumbing to it. In this case your character needs some kind of altruistic motive. (Or maybe you can play up the apparent contradiction between this self-serving, be-a-shaman-to-survive thing, and the fact that it's actually changing the world.)
The other route is that your protagonist defaults to "insane" and has to sort out these darklings to keep a level head. IMHO this would be a more hazardous way to design it, as the main thing that affects difficulty is time; if the player is fast, they never get too far gone, and they're fine. On the other hand, if the player takes a side trip to explore some cool little side feature in one of the bars, they get artificially handicapped. I can't think easily of any ways to mitigate the difficulty aside from time and still make sense in this approach. It fits with the "ascent from madness" idea from your last thread, but doesn't quite add up to an interesting game mechanic as far as I can see at the moment.
Of course, you could get really dark with it, and have your protagonist dispell his own insanity by strategically moving parts of his insanity into other characters... that'd be pretty twisted (which I don't think is in any way a reason not to do it), but you could get some really fascinating philosophy in there [smile]
Wielder of the Sacred Wands
[Work - ArenaNet] [Epoch Language] [Scribblings]
Now we're talking! I really love this idea. It's like you are saving people by telling them "reality is not really what you think it is, have you ever thought about that?" ... Man, that'd be so sweet, but how does one incorporate that into gameplay?
"why not have these darklings simply be the corporation-fed, materialist "demons" of each individual?"
Originally, this was my idea, but I am afraid it will seem a bit cheap if you know what I mean. Also, if I would go with that, I'd probably be better off with a cyberpunk setting, which I feel is rather trite (even if I am a total Gibson/Sterling/Stephenson fanboy). I would like the darklings to embody this whole "will to power" concept: people who become powerhungry become corrupt, forget about Gaia (or mother nature, whatever you call it) and become receptible to this "spiritual disease". But yeah, the people who have darklings lurking around them are probably going to wind up being mindless consumers and CEOS.
Do I sound to much like a lysergic acid-fried hippie tryin to make a game,
or do you think this is moving toward something that would be worth someones
time?
The way I see it is: since I am all indie anyway, I have no need to satisfy
a market like the big boys. So I can just mess around with it anyway I want. =D
-Madvillain
I don't really have any experience with doing this kind of philosophical concept in a game, so take this with as much salt as you like: but personally, I'd recommend that you figure out the overall "point" you want to make first, and then find the most interesting way to deliver that point as you can. A good tactic is to use contrast to help highlight your point: these power-hungry, corrupted people are causing trouble (via the meddling of the darklings) and they have to be "freed" by the more environmentally aware people who are trying to keep things in balance (or whatever). In gaming, this contrast can be tied directly to the gameplay mechanic for best results.
As for actually creating a gameplay mechanic... that's the tricky bit [smile] Here's a quick idea that might work nicely:
Aldous has occasional abrupt "flashback" sequences where he recalls various segments of a long vision he once had. Various elements of the world trigger these recollections; walking into a certain bar might reveal a part of the vision that pertained to that bar, etc. The flashback isn't done in the usual "put everything in a white mist and make the sound echo a bit" mode; instead, the flashbacks occur by way of the actual game world appearing to become very surreal and bizarre, in a sort of hallucinogenic way. Aldous might see the face of an important character form in a puddle on the sidewalk, and reach out a watery arm, grab his ankle, and start tugging him into the underworld, etc. Basically, crazy stuff happens, and the player has to figure out how these events are related and connected.
Where it gets interesting is that each time Aldous recalls a segment of the vision, he makes a note of it in his journal. These notes can be used, in some special location (or with some special items, or both) to distill the essence of that vision segment and capture it in a special potion or tonic. Giving this substance to a character in-game causes them to experience that same part of the vision. Once this segment has successfully been passed on to another person, Aldous is "free" of that part of his nightmare.
When a darkling-possessed character experiences the "right" vision segment, it will trigger a train of thought in that character's mind that will help free them. For instance, some power-hungry CEO is shown a vision of his family trapped in a burning building (feel free to make that significantly more dark if you like) and re-evaluates his life priorities. So basically the game comes down to figuring out the right things to stimulate people with to help them.
Of course the actual details of the system have to be ironed out: how do players get hints as to the right combination? How are segments discovered and administered to the targets? How do you prevent a possible situation where the player has 200 segments, 200 targets, and doesn't have any idea who to give which segment? What happens if a target gets the "wrong" segment? etc.
Wielder of the Sacred Wands
[Work - ArenaNet] [Epoch Language] [Scribblings]