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Soul - whats five minutes of your life?

Started by September 26, 2007 10:38 AM
13 comments, last by thelovegoose 17 years, 1 month ago
Quote: Original post by thelovegoose
For any players of it : was it actually fun to play?
The draconic saving system combines with the poor stability to produce an experience that is truly maddening at times. Cool concept, though.
Quote: I heard that they weren't that happy with how it turned out.
I wouldn't be surprised. It looked dated even for the time. It was an interesting harbinger of the open world games to come, though.
Quote: Do they ever actually acknowledge that you are playing a computer game? Or ask you your real name? Or always refer to you as the nomad soul or a demon?
It's a very clever conceit they go for: That the "computer game" and the marketing thereof were a ploy to capture your soul. In these jaded days, of course, it's difficult to pull something off like that, and the graphics don't help, but it really shows moxie. David Cage, the creator, continued reinventing genres with Fahrenheit, and I'm really looking forward to Heavy Rain.
Quote: Also its interesting how the story is so similar to this one - in the main points of the story, in its futuristic yet film noir style. concentration on character interaction and adventuring but using violence at key points.
One key difference, I think, is the "fish out of water" tone to your story... the main character participates without ever really integrating into the world. Nomad Soul flirts with this idea for the first five minutes or so, and then you're riding Sliders around like it ain't no thang. I prefer your approach.
Okay - so what do you say I do with it?


[Edited by - thelovegoose on October 21, 2008 4:46:33 PM]
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Quote: Original post by thelovegoose
Okay - so what do you say I do with it?
Well, go for it, of course. It's an interesting concept in its own right. Besides, anyone who actually remembers Nomad Soul won't mind the similarity. Oh, and for the love of god allow unlimited saves.
Quote: Do gamedev scores go over 2000?
Technically, yes. Staff start there. If you aren't staff though, it's quite difficult to do, because when you're up in the 1900s very few people can actually rate you up and have it make a difference.
It really is an interesting premise, but I think you need to push it a little further.

You were almost to the "World of the Worlds" point -- you may already be familiar with the story, but war of the worlds aired as though it was actually a news broadcast of an alien invasion, bringing the intense grip of drama right into the comfort zone of the audience who wasn't entirely aware they were being "entertained." It allowed the fiction to affect the real world in ways that radio could generally could not.

Your concept is similar, but I think you need to break the mold a touch more before it blows anyone's mind. In effect, I think you should toy with the mechanics of the computer itself, so here's a scenario (that has plenty of technical issues, but try to bear with the notion):

A real user happens upon the "free MMO demo" as a download. This is ideal if they know absolutely nothing about the game and are innocently trying it out. It could also work if they have been advised by a friend that the game is "awesome," but they are given no details about it.

They download it, install it, and it fails. There is some kind of memory access denial error, and it makes an eerie sound, and maybe flashes a garbled version of one of those agents' faces across the screen as though the game has screwed with your video card before dying.

Well darn, says the user, this game sucks, I can't even install it. The error screen pops up an actual browser window, loading up a "troubleshooting guide," but then the installation jumps back to life, with a "Installation Complete," and a splash screen. Weird, but I guess it happens... right?

The player goes about the business of "logging on," and enters what he thinks is the noob lobby of the MMO.

Proceed a bit with the storyline basically as you have it.

There are some characters marked as NPCs, and some marked as players, as any mmo would have it. NPCs talk in a more scripted way, while the "players" speak more casually, if at all. The idea is to make the actual player believe he is playing an MMO, and to believe he is talking with actual, real people. Introduce the story that way: the NPCs are beside themselves about the identity of your avatar (Fred), which you (the real player) think is a cute gimmick, until the "players" are trying to realistically convince you that something really strange is going on in this MMO game. Like the NPCs are real or something.


As an aside, the soul needs to be fleshed out -- if such a thing were real, there would political divides, just like with any religion. There would be fundamentalists, skeptics, etc. That being the case, there would probably be religious texts that foretell something or another, and they may provide what the game characters consider to be cryptic messages or prophecies-- what they hand you is an instruction manual.

It explains how to playtest this game, giving you the hotkey information you need to access to game console and type in what are essentially cheat codes. If you are a character in a game, and there is another character (the actual player), who can alter the fabric of reality around you, by passing through walls at will, spawning people from thin air, etc, how do you react?

Maybe the "government" agents within the game try to take you out. they come at you full force, trying to restrain you, but of course they are no match: you mow them down, you fling them to the sky, you clip through their polygon prisons, you are invincible, until you receive a warning via speaker that the big boss is tired of screwing around, and that if you can't be captured then you're not welcome.

The game crashes. It throws an unhandled exception, and boots your ass to the desktop. Maybe a noise like a radio comes through the speakers, it's the big boss telling you your demo key has been locked out, so you're screwed because they discontinued the game and you can't get a copy.

You can't load the game without an unhandled exception anymore. Darn.

Actual player putters around now, not able to play. But remember how he logged in when he first started playing? He provided an e-mail address to the game.

Now, when he checks, there's an E-mail in his actual, real inbox, from Shari or one of the other main NPCs. It provides a link to a crack for the demo version of the game. The link actually, really does have a patch that allows the player to bypass the game's fake "unhandled exception."

You're back in, and now it's personal.

---------------------------------

The sky's the limit man! I could see chases across the internet, I could see program patching, hacking, I could see the agents trying to screw up your client, messing with your speakers, keyboard, whatever.

Maybe at a certain point in the game you have to get a physical disk (or ISO for convenience) with some data or something... since it's further along in the game, people will be hooked by then, and the source of the disk is a real, honest-to-god shopping cart system that you set up that sells the disc for whatever you'd charge for the game -- most demos are crippled, and you get to a certain point then it says "Hey, end of demo, please buy the game" -- instead, you would make the purchase of the game integral to playing the game!


When you fleshed out the outline on that, you could tackle some of the storytelling issues you have with plot and mechanics (it's not worth going into right now, since the game could change so much).

I think if you were to make something like that, it wouldn't be a huge commercial success, but you'd be a game dev legend -- people in the know would talk about that game for years. I'm looking forward to what you do with this, nice work -- I can always tell an idea that has potential because it gets my imagination pumping 8)
Hello Pete,

Thanks for the great feedback!

When I first started realising the potential of this idea I too started to look for ways to interweave between reality and the game. The problem is that players know the game isn't real, so any attempts to create the illusion that some intelligence from the game is trying to comunicate with you in reality are going to come across as gimmicky which will sour the otherwise thrilling feel of the game. The comprimise I have found is in suggesting that something has happened that has crossed the boundaries between the game and reality, but never actually involve the player in it.

To explain how I'm going to do this I need to clarify something:

The only characters in the game are NPCs, no real world players until finally at the end, your copy of the game starts to connect to other copies and you are rescued by the people that will come to be known as the angels, that seize control of the scientists that have you captured. They aren't real players of course, but their appearance is so brief and frantic, you'll never be able to properly determine whether they are real people or not.

"One of the scientists suddenly has a name appear above his head "Brian600". He turns on the others and shouts for you to run. He snatches the soul tag and throws it to you. In the corridor you are stopped by guards. they suddenly stop, have names appear above their heads "Metareal" and "ArticMonkeysFan2007" and they lead you to Pete's cell as they shoot down agents in the process. You take guns and all fight your way out."

With that clarified - here is how I suggest that there has been some cross over between the game world and our world:

"He also tells you that he has discovered something about what happened to this place. People didn't tire of it, this world was shut down. Something happened and they pulled the plug on the most popular MMORPG of your time."

Basically something tried to get out. A hapless player fell foul to the charms of a wonderfully designed NPC. That NPC was a secret of the game, the designer's pride and joy, made in the image of himself.
That NPC chose the player to seduce because he was a loner and impressionable, spending all his time playing MMOPRGs. The NPC was able to get him to do what he wanted in our world. The man was arrested trying to break into the datacentre at the headquarters of the company that ran the game. When the game's developers realised what was on the disk he was carrying they shut the game down, never to be reopened.

This is what you find out when the sequel, the actual MMORPG starts, 50 years on from your first visit to the game.

I like the idea of the instruction manual/help file. I think that could really work...

Cheers again for taking the time to read it :)

[Edited by - thelovegoose on December 3, 2007 7:04:48 AM]

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