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The "Eden Project" was initially started off as a collaboration between the world's seven continents to build massive self-contained space voyagers.
This sentence sounds a little funny because one of the seven continents is Antarctica, since it does not have its own government.
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It's not that these people, plants and animals in SEA are immune. It's just that "miraculously" the continent is spared from the plague (the virus is not airborne). The real reason of this is part of the storyline of the game - along the course of the game the player will realize that there're no miracles in this world. Everything happens for a reason.
Now it depends on whether you consider this miracle blackbox part of the vital information for someone to see whether the setting is too farfetched or cliche.
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They are stuck in SEA because the rest of the lands are tainted by the virus. Think of it as this way - these viruses are incredibly aggressive (killing living beings through accelerated necrosis affecting both plants and animals) but have a very short lifespan, which prevents them from spreading too far away from the intended target.
So if these viruses would have burnt itself out in a matter of days, why did these survivors had to make the journey towards SEA? Why not wait until the virus is gone and then start life anew? Two reasons: (1) They don't know the virus have a short life and (2) the virus left them with zero natural resources: all plants, wild animals and lifestock are consumed.
What about the ocean? Is ocean life affected by the virus? Is it only the land of SEA that is miraculously protected? What does the boundary of the miracle look like?
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Those who left the Combine traveled north and eventually settled down in Oasis. They eventually merged with the Lorekeepers whose sole objective in life is to rediscover pre-desertion knowledge, forming a semi-religious order known as the Awakened Order.
What do the Lorekeepers do to rediscover the knowledge?
Cliche
Objectively, what do you think sets your setting apart from the other games? (Instead of focusing what is similar, focus on what is disimilar for the moment.)
For me that only difference is the mentioning of South East Asia.
Other things in the setting that do not ring a bell:
o Apocalypse
o Abandonment by authority
o Epidemic of massive deaths
o Mutation
o Wars, violent rebellion
o Militant factions
o Conspiracy
o People competing for resource
o People fighting against discrimination
o Conflict escalating into fights
o Protagonist starting in a quiet little village
o Fighting stops after great losses suffered by both sides
I think that given a design, most of the items in it would not ring any bell. The player is going to focus on the new stuff. So the size of the old stuff does't really matter.
To be fair, here is a complementary list of what would ring a bell (for me). I am not suggesting you to make any change, I am just trying to show that such a list exists.
o Modern setting that is not about military or apocalypses
o Interaction that is independent to the government or authority
o People cooperating under factors that prevents them from doing so
o Conflicts resolved
o Protagonist starts as an integrated member in a social setting
o Violent conflict without guns or medieval weapons
o Violent conflicts committed by individuals instead with no association to organizations.
[Edited by - Wai on July 12, 2010 6:38:02 PM]