Hi everybody- I am merely going to post a more condensed version of my game's 'premise' here. I am actually finding it somehow incomplete and this worries me- but there are elements I'd like to preserve moving forward. Please, take from these coins of my thought process what you will.
The central question is: Is this overwrought nonsense or potentially workable substance?
I was motivated by a mounting fear in the prospects this project holds, so I want to get this out there and see if anybody agrees/sees areas for improvement/likes what they're hearing.
So---
Setting/Technologies/Forces: The game is an RPG set in a world with electrical power on the rise- but in it there is the presence of magical force.
Magic is divided into the classic Aristotelian/Greek elements: Fire, Wind, Water, Earth.
Yet, beyond these elements which consist the 'multiplex' akin to a force beyond individuation into four disparate elements. Beyond this you have the inconceivable 'pulse' of the universe itself- the 'Fire of Creation' or 'Ignis'. The title of the game as of now would be 'Ignis' to reflect this. The main goal of the antagonistic group (ultimately) is to harness the Ignis and suffuse a human being with it- thus creating an immortal being that can wage an eternal war on humanity without destroying it.
The world is divided into several biomes and major nations too, and I am working on the specific natures of these. Finding the proper political balance at work is important- but I'm willing to ditch the political part if it ends up striking me as superfluous (this might be the case).
Basic Plot: The machinations of an ancient group are finally bearing fruit. Their motivations are inscrutable and reflect the power of planning carried out for millennia. As said, they want to wage an eternal war on humanity in order to prevent humanity from degenerating into a Brave New World inhuman technologically assisted hell where everybody is bred in a test tube. To force humanity beyond it's foibles, they intend on eradicating its flaws through war. Only if humanity can 'surmount' an eternal war will they have evolved to their standards.
To this end, the main villains enlist the assistance of a plethora of historical figures. Each played an indelible role in the shaping of the world today, they were the 'Zeigeists' or historical 'movers' who brought the world forward. Each of them were plucked from there era and preserved for the present moment. They would serve as commanders in the 'eternal war'. They would each receive a portion of this eternal life and wage war alongside the hierophant of their group. (I feel like this history element could be removed, but the symbolic value I have in mind goes back to Hegel, Spengler, Plato)
Thus you have an order beyond all the temporal ones while all the temporal powers in the world continue down a beeline towards the hell lived in by the central antagonists.
The main catch is therefore: Granted that we are heading towards a meaningless life of pleasure that makes us inhuman, would it be better to suffer- perhaps eternally- in order to come out 'the other side' with better prospects? The seeming absurdity of the statement is part of the point.
I rely on a quote from Nietzsche to illustrate the tension:
But what if pleasure and pain should be so closely connected that he who wants the greatest possible amount of the one
must also have the greatest possible amount of the other, that he who wants to experience the "heavenly high jubilation,
"must also be ready to be "sorrowful unto death"?
So there you have your antagonists. Their argument is meant to be compelling precisely because they have 'seen it all'. So how would a protagonist force form to combat them?
Protagonists: The protagonists all feature an essential catch- they are bound together by their need to uncover, to experience more, and a corollary of this is to suffer. So in the course of the game, you end up identifying with the antagonists to some degree- all whilst reviling the atrocity's they have committed and are willing to commit. The method and the goal of suffering are often the same- you become stronger. But what are you willing to sacrifice- or what will you sacrifice regardless of choice?
That being said: Even without a description of anything else I think that this project suffers from a central perhaps interminable problem: How do you bring these points up in the course of the game? My problem is telling an effective story, not producing the moral to go along with it. I also suppose that the concept itself is likely to be unwieldy should I go with it- a big philosophical narrative? Xeno- pulled it off I suppose.
Also- I do need to work on crafting compelling protagonists without them coming off as hamfisted. We'll see about that.
Thanks for any and all feedback.