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Post by idem on Feb 15, 2016 12:35:36 GMT
Has any thought been given to the story of this game?
I was thinking about VR itself, and came up with what might be a good story element for it. In VR you can see the world almost as if you were there. But you can't feel it. So what if the God you play can't feel it either? He created the universe, and a race of people to experience it for him. As a player you may want to play a god who specifically wanted to see suffering, or specifically wanted to see joy. So you still have freedom in what kind of god you are. But to put the gods of the story in the same shoes as the player, who can see the world, but not feel it, could be a good way to turn a limitation of the technology into a part of the story you want to tell.
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Deleted
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Story
Feb 16, 2016 5:51:18 GMT
Post by Deleted on Feb 16, 2016 5:51:18 GMT
Has any thought been given to the story of this game? I was thinking about VR itself, and came up with what might be a good story element for it. In VR you can see the world almost as if you were there. But you can't feel it. So what if the God you play can't feel it either? He created the universe, and a race of people to experience it for him. As a player you may want to play a god who specifically wanted to see suffering, or specifically wanted to see joy. So you still have freedom in what kind of god you are. But to put the gods of the story in the same shoes as the player, who can see the world, but not feel it, could be a good way to turn a limitation of the technology into a part of the story you want to tell. This is a really cool idea Idem! And will be carefully considered, If anyone else has any story line ideas or wishes to add to this one by all means do so! echocdelta what do you think? - Petra
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Post by Spiderweb on Feb 16, 2016 8:06:07 GMT
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Post by echocdelta on Feb 16, 2016 10:01:49 GMT
Spider your story was actually a fantastic read, it's something I want to look at deeply. To be honest, I haven't considered narrative or story yet, mainly to my own personal defect of wanting to prototype base functions/mechanics of gameplay before I invest anything further.
Idem, your idea is legitimately really cool. I really like the emphasis of that disconnection and it becomes really meta; the lack of true feedback on touch is an element I didn't think to incorporate into any story telling at all.
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Story
Feb 16, 2016 22:37:05 GMT
Post by idem on Feb 16, 2016 22:37:05 GMT
Hey, it's nice to see that quite a few of you like the idea for story! I'll think about it some more to flesh out the idea. I've been very busy though so it might take another day or two before I have some time to really think it over.
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Story
Feb 17, 2016 6:35:06 GMT
Post by morsealworth on Feb 17, 2016 6:35:06 GMT
Spider your story was actually a fantastic read, it's something I want to look at deeply. To be honest, I haven't considered narrative or story yet, mainly to my own personal defect of wanting to prototype base functions/mechanics of gameplay before I invest anything further. Idem, your idea is legitimately really cool. I really like the emphasis of that disconnection and it becomes really meta; the lack of true feedback on touch is an element I didn't think to incorporate into any story telling at all. Well, I already told you about the deities being the souls of objects? It would go really well with that, especially with how non-material gods are.
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Story
Feb 17, 2016 11:54:16 GMT
Post by echocdelta on Feb 17, 2016 11:54:16 GMT
Spider your story was actually a fantastic read, it's something I want to look at deeply. To be honest, I haven't considered narrative or story yet, mainly to my own personal defect of wanting to prototype base functions/mechanics of gameplay before I invest anything further. Idem, your idea is legitimately really cool. I really like the emphasis of that disconnection and it becomes really meta; the lack of true feedback on touch is an element I didn't think to incorporate into any story telling at all. Well, I already told you about the deities being the souls of objects? It would go really well with that, especially with how non-material gods are. I think it does fit well with a core concept of the tree/rock/idol/totem or any other static object. That entire mechanic is derived from that suggestion itself, so I'd be interested to see how that can develop narrative or serve to facilitate a story.
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Story
Feb 17, 2016 13:05:37 GMT
Post by morsealworth on Feb 17, 2016 13:05:37 GMT
I think I should specify: I mean the concept where deities are born of thoughts and feelings of people around and somewhat feed on them. Having less means to interact with the world and gain their own feelings is one hell of a plot device you you consider this one.
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Post by idem on Feb 22, 2016 12:10:05 GMT
So I ended up being away for most of the weekend but now I finally have a moment to sit down and write like I said I would.
Using the premise that gods can only experience things through watching people experience it for them that puts gods in somewhat of a consumer's mindset. That could be a good way to bridge the gap between the player and the god they are supposed to be portraying. This would mean that the way the player plays the game and the type of commandments they choose for their believers would be about the type of emotions and experiences the player wants them to experience. From then on the other gods in the story (provided there are other gods) could have all sorts of reasons for trying to dictate how other gods should be treating their believers. You could have 'human rights' gods who sympathize with the humans. Or gods who have an actual dislike for certain experiences who want to prevent other gods from giving humans those experiences simply because of their personal tastes. Gods as connaisseurs, who approach getting humans to experience the right things as high quality cooking. Gods who become addicted to certain experiences and start behaving more like junks, or fetishists. With an angle like that I'd approach the story more like an assortment of characters (en ensamble piece) than a type of saga. Think more in the direction of Sacrifice, or a Wes Anderson movie. You could choose to have this reflected in the art which might help in setting this game apart visually from other games. Or you can keep the Banner Saga-esque look to show more the perspective of the people. That may actually be better when trying to give the humans more serious experiences to portray. It could create an interestingly stark contrast between the world of the gods and the world of humans. This is perhaps all fun and games to the gods, but it's serious from the perspective of the humans. Having the world look serious while having your god characters talk about it from a very disconnected perspective in the same way that a gamer can order his troops in an RTS into a suicidal mission while sipping from a coffee cup is a bit like life immitating art immitating life. Very 'uroboro'.
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Story
Feb 22, 2016 23:03:02 GMT
Post by Deleted on Feb 22, 2016 23:03:02 GMT
*wipes drool from face* These are awesome, I feel like I need some popcorn. How is Echo going to decide?!
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Story
Feb 23, 2016 7:50:03 GMT
idem likes this
Post by morsealworth on Feb 23, 2016 7:50:03 GMT
From then on the other gods in the story (provided there are other gods) could have all sorts of reasons for trying to dictate how other gods should be treating their believers. You could have 'human rights' gods who sympathize with the humans. Or gods who have an actual dislike for certain experiences who want to prevent other gods from giving humans those experiences simply because of their personal tastes. Gods as connaisseurs, who approach getting humans to experience the right things as high quality cooking. Gods who become addicted to certain experiences and start behaving more like junks, or fetishists. With an angle like that I'd approach the story more like an assortment of characters (en ensamble piece) than a type of saga. Think more in the direction of Sacrifice, or a Wes Anderson movie. This! This guy here. He understands.
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