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Original post by Konidias
What you're describing already exists... it's called "real life".
Replete with space stations, blasters and alien life forms? You get an official arched eyebrow for this response, Konidias. Usually I see (and agree with) it when someone proposes a humongous MMO with zillions of skills and LARP activities.
But I'm talking about a space game which features lasting, persistent changes made through a few core forms of gameplay.
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You're bringing up philosophical questions about one's purpose in life.
I don't think people will see it that way if the game is set in a made up milieu. They're likely going to see death as a pain in the butt and interruption to their long term goals unless there's something that outweighs the annoyance of facing loss. That's what I'm trying to get at.
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Also, the idea your describing seems like an epic feat of development. Allowing players to totally change the game world requires some serious programming and content development.
It's not trivial, but I think you're putting way more on this than it deserves. I'm making a retro 2d/3d space game. My focus is on generating context from modifiable variables-- things like reputation, faction strengths and AI spawn rules, and overlaying it all on a procedurally generated game world. It's a crapload of work, but it's hardly epic.
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From what I've gathered from all of your threads, you're basically wanting to make "real life" the videogame. Which I think is absolute nonsense. People play games to escape the real world.
Don't take everything that I post as a roadmap for what I'm actually working on. Sometimes I'm just sounding out ideas.