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::::::::::::::::::::::Too many threats. Unless you plan to join some of them with a common root that the good guys can attack. Otherwise you've just produced a [https://tvtropes.org/pmwiki/pmwiki.php/Main/CrapsackWorld Crapsack World] that no one can do anything about and that players don't want to live in. But to be clear, I never suggested making the whole game about fighting the Wilderness. Then it would be called Reclamation Wretches, and that's a totally different game ("Press X to customize your flamethrower…"). For my ideas on other aspects of the story besides dealing with the Wilderness, see the [[Oni2:Slaves of War/Factions|Factions]] page. --[[User:Iritscen|Iritscen]] ([[User talk:Iritscen|talk]]) 17:22, 30 July 2020 (CEST) | ::::::::::::::::::::::Too many threats. Unless you plan to join some of them with a common root that the good guys can attack. Otherwise you've just produced a [https://tvtropes.org/pmwiki/pmwiki.php/Main/CrapsackWorld Crapsack World] that no one can do anything about and that players don't want to live in. But to be clear, I never suggested making the whole game about fighting the Wilderness. Then it would be called Reclamation Wretches, and that's a totally different game ("Press X to customize your flamethrower…"). For my ideas on other aspects of the story besides dealing with the Wilderness, see the [[Oni2:Slaves of War/Factions|Factions]] page. --[[User:Iritscen|Iritscen]] ([[User talk:Iritscen|talk]]) 17:22, 30 July 2020 (CEST) | ||
:::::::::::::::::::::::It doesn't work like this. A single overpowered threat can easily give you crapsack syndrome -- and, conversely, multiple well-balanced threats can make for a thrilling experience where you never know what awaits you around the corner: humans with guns, a swarm of hungry Screamers, a hulking META-mech, a couple of [[:Image:Duality_concept_(symbiote_in_overpower?).jpg|these]] merry fellows, or Mukade knows what else. Of course the player needs to have enough skills to survive every such encounter, and it helps if the story lets him bring closure to at least some of the threats. And I do acknowledge that your Oni 2 wouldn't have been entirely Wilderness-centered (we've been through this before). --[[User:Geyser|geyser]] ([[User talk:Geyser|talk]]) 22:48, 30 July 2020 (CEST) | :::::::::::::::::::::::It doesn't work like this. A single overpowered threat can easily give you crapsack syndrome -- and, conversely, multiple well-balanced threats can make for a thrilling experience where you never know what awaits you around the corner: humans with guns, a swarm of hungry Screamers, a hulking META-mech, a couple of [[:Image:Duality_concept_(symbiote_in_overpower?).jpg|these]] merry fellows, or Mukade knows what else. Of course the player needs to have enough skills to survive every such encounter, and it helps if the story lets him bring closure to at least some of the threats. And I do acknowledge that your Oni 2 wouldn't have been entirely Wilderness-centered (we've been through this before). --[[User:Geyser|geyser]] ([[User talk:Geyser|talk]]) 22:48, 30 July 2020 (CEST) | ||
::::::::::::::::::::::::I suppose you're right that a Crapsack World can have a single cause. "1984" comes to mind, with its [https://www.urbandictionary.com/define.php?term= | ::::::::::::::::::::::::I suppose you're right that a Crapsack World can have a single cause. "1984" comes to mind, with its [https://www.urbandictionary.com/define.php?term=OP OP] government surveillance. My objection to multiple factions is that there should be a root cause behind whatever bad we're adding to the world. Otherwise the story feels disjointed and the problems insurmountable (how many different evils do we have to fight?!), having a burdensome effect on the player's psyche. In SoW, all the factions and problems that exist in Oni's world but not ours relate to the Daodan and phase technology, which themselves are also linked. --[[User:Iritscen|Iritscen]] ([[User talk:Iritscen|talk]]) 18:16, 31 July 2020 (CEST) | ||
:::::::::::::::::::::::::I could argue that you can't hinge all the factions and their motivations on a single "root cause", or it will look artificial as hell, like you're writing a large novel off a premise that would be more suitable for a short story. Even so, I don't think we disagree. "Everything is connected." Even if some guy/girl lost their family in the Cataclysm and vows revenge against Konoko (and turns evil bcause of that), that would qualify as Daodan/Phase/Diluvian-based too, I guess. Then again, I am sure there are plenty of games that present the player with "many different evils" without that being a problem. --[[User:Geyser|geyser]] ([[User talk:Geyser|talk]]) 01:08, 1 August 2020 (CEST) | :::::::::::::::::::::::::I could argue that you can't hinge all the factions and their motivations on a single "root cause", or it will look artificial as hell, like you're writing a large novel off a premise that would be more suitable for a short story. Even so, I don't think we disagree. "Everything is connected." Even if some guy/girl lost their family in the Cataclysm and vows revenge against Konoko (and turns evil bcause of that), that would qualify as Daodan/Phase/Diluvian-based too, I guess. Then again, I am sure there are plenty of games that present the player with "many different evils" without that being a problem. --[[User:Geyser|geyser]] ([[User talk:Geyser|talk]]) 01:08, 1 August 2020 (CEST) | ||
::::::::::::::::Secondly, you're reading the manual's sentence too literally. The poor people who can't live within an ACC's main area of effect live in something like a shantytown outside city limits. The job that some of them have is going to work every day fighting against the spread of the BioCrisis. That doesn't mean the Wilderness is right outside the cities. It just means that they have a rough job and that they live on the edge of the habitable zone. I'm sure that "and" was really meant there. What the sentence doesn't tell us how far they commute to work each day. --[[User:Iritscen|Iritscen]] ([[User talk:Iritscen|talk]]) 22:09, 27 July 2020 (CEST) | ::::::::::::::::Secondly, you're reading the manual's sentence too literally. The poor people who can't live within an ACC's main area of effect live in something like a shantytown outside city limits. The job that some of them have is going to work every day fighting against the spread of the BioCrisis. That doesn't mean the Wilderness is right outside the cities. It just means that they have a rough job and that they live on the edge of the habitable zone. I'm sure that "and" was really meant there. What the sentence doesn't tell us how far they commute to work each day. --[[User:Iritscen|Iritscen]] ([[User talk:Iritscen|talk]]) 22:09, 27 July 2020 (CEST) |