Oni2 talk:Slaves of War/Polylectiloquy

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The Imago wonders where exactly the game is being planned. The Imago wishes to be part of the story team. So requests the Imago. Imago 23:08, 29 July 2008 (CEST)

Ask Iritscen. I'm not sure what he was doing with it.

...and do me a favor and drop the third person. So requests me :) Gumby 23:24, 29 July 2008 (CEST)

Yeah, we have a first-person only rule here on the wiki. I can't find it at the moment, so you'll have to take my word for it. Anyway, this is just my own little set of ideas, there's whole other sets of ideas for Oni 2 lurking in the corners of the wiki. I think Paradox wrote about 5000 pages of story, actually; I hope you know German. :->

Just so you know, there's no official team for anything, because there's no Oni 2 in active development at the moment. The energy of most of the "influential" or senior members is all directed towards the Edition right now and probably will be for a while. "Oni 2" is just a concept that we kick around once in a while and don't really have the right to even develop. --Iritscen 00:49, 30 July 2008 (CEST)


"What ever happened to Dr. Hasegawa?"

"his (Hasegawa's) technology needed some means of being controlled".

geyser once said that explanation and possibilities of control demystify the Daodan. Do you think that can be ... a threat? --paradox-01 00:36, 7 July 2011 (CEST)

Re: explanation being a threat -- I know that geyser enjoys considering ambiguities and multiple answers, but I still feel that in order to write a coherent plot for a game, you need to explain some things to the player outright. Oni got away with ambiguity because it was so short (in play time and also story time). In order for me to accept a "mystical" approach to Oni 2, someone would have to explain to me how the game would actually function under that approach. What sort of plot could it support? All due respect to geyser's explorations of truth throughout the wiki, but I haven't seen him actually write any clear proposal for the plot of a sequel. Whereas the ideas I'm in the midst of putting down are designed to lead to the creation of real design docs for a game, in terms of plot and gameplay mechanics. I just don't see any other way to do it, than to decide on some clear answers to our questions.
Re: control being a threat -- I tend to agree with this. I don't plan on introducing a way to actually control the Daodan. Temporarily slowing it down, on the other hand.... --Iritscen 04:15, 7 July 2011 (CEST)

A. Animal. This doesn't seem to fit, as the Daodan doesn't move about; I can't think of any animals that stay in one place their whole life.

I think what comes closest to immobile animals are corals and some bivalvia. --paradox-01 17:56, 10 July 2011 (CEST)
Yeah, this is what happens when I write extemporaneously instead of researching first :-) I think I secretly wanted to rule out "animal", so I didn't spend enough time thinking of anything that could fit with the Daodan. Barnacles are another good example that I overlooked at the time. I'll fix this now. --Iritscen 21:22, 10 July 2011 (CEST)