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poldo

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  1. So I am gonna write about Forgetfulness. I think it is the strongest of these concepts because it is directly opposed to the idea of an epic timeline. The epic timeline is all about remembering people, thats why it is epic. Forgetfulness is directly opposed to the players role as a kind of storyteller and I also think the immortal ruler might be a storyteller. Telling stories is what people do so they wont forget, there is a reason so many old persons make great storytellers. My take on it is to make names a really important aspect of the battles. Battles are always about losing a name (and beeing forgotten) or earning a new name. I wrote a bunch of post on this idea of making names a central aspect of the game: You can find it here. I will just quote two ideas from my thread: The GAME OVER screen says YOU WERE FORGOTTEN. There is a demon that steals the bloodline name of a hero unless that hero is able to kill this demon in three turns. Or maybe it just has to be one that is of the same bloodline who kills that demon. The demon could rip those cloth things from the heros back (they were supposed to be the relics rght?) and with it they would also rip the ancient spirit out of his body.
  2. When a hero is critically wounded he will loose his bloodline name. Or maybe there is a demon that steals the bloodline name of a hero unless that hero is able to kill this demon in three turns. Or maybe it just has to be one that is of the same bloodline who kills that demon. Heroes without a bloodline name cannot have heroic children.
  3. So wanted to sleep, but now I got exited about this idea. Brad Muir your game concept is costing me sleep. Ok anyway. You talk alot about human scale in the tactical layer right? How about this: The GAME OVER screen says YOU WERE FORGOTTEN. Human scale on the tactical layer!This is about a kingdom, well yeah kinda. But moreover it is about an immortal human who does not want to be forgotten, who wants to stay in time. So he build a kingdom. Sure other kingdoms got elictricity and shit but this one got a MASSIVE CHALICE. This king/queen might be a spacetraveler who just had to build this kind of kingdom cause it tells the best stories. I don't want that to be in the game, I just want to say: This is about a human who does not want to be forgotten. Its kind of sad. Then again it isnt: He/She build a MASSIVE CHALICE after all. This is a game about us people in this crazy complicated fuzzy world who want to be able to write and make history. You got to tell stories of your own life to live. KENNY POWERS! Killing a new kind of demon should add the name [chosen demon name]slayer to your Immortal Kings/Queens name. The battles the heroes fight are the only one that count because they have pleged their name to the Immortal One. Thats why they are the pivotal battles. Foot soldiers make way here are the guys that count! Pledging... A Kickstarter is like an EPIC TIMELINE. The documentary about Broken Age would be boring without Mr. Schafer screwing up the budged. We will definitely remember it more for it. Demon technology can actually take over a heroes name. That is why they affect the whole bloodline. Not only the woman or man is tainted but the name is. As a hero, adding a name to the Immortal One by killing a new demon is a great honor. The demon will never be mentioned without mentioning that hero that first slayed it. Honorable death have to set some kind of new record which is tied to a nickname to be remembered by. Just dying in a battle is bad. It kills someone who had a name. Dying in a battle where you got the Immortal one a new name is the highest honor. You gotta make a new record or kill a new demon. That way dying honorably becomes harder and harder. Killed five demons before you died? So what your father already did that. Also this makes for new tactical challenges all the time! You have to stage these death. In your hall of fame or whatever you cannot see all the heroes that died but just the ones who made a name for themselves (and for the Immortal One). People with demon technology really have to work for that. You will have had a deamon fighting machine that only the player remembers. He betrayed his name.
  4. There is a lot of ideas here but i can see that it might be a bit too much. However I would like to start a discussion about how names could be a central device for story and game mechanics. I think MASSICE CHALICE should improve on the great feature of naming in XCOM. It is such a simple tool and creates so many awesome stories. Go at it and I would be glad if anybody takes inspiration by any of my ideas. I highlighted a few. Premise So I saw some discussion about the King/Queen beeing connected to the demons. So I thought that was strange because it would be nothing but a story twist and that would not really go well with the more procedural way MASSIVE CHALICE is gonna tell stories, right? I do not really care about some story twist I had nothing to do with. This game is about how I tell stories inside the boundaries DoubleFine will come up with. Then also I thought it is mechanically brilliant that the King/Queen is immortal but he or she is also really hard to connect to. So will I end up only caring about the heroes and the avatar will be nothing more than a game mechanic? I THINK NOT! I thought of another way to bring her or him really close to the players: The IMMORTAL KING/QUEEN IS A STORYTELLER. Just as we are storytellers in this game. And I do not mean that as a hobby. The Immortal One will be sucked out of time when there are not enough EPIC STORIES around him. The Immortal One is actually so obsessed with stories (cause he/she really does not want to be sucked out of time) that he/she ordered the building of a MASSIVE CHALICE. Everything has to be epic! However that Chalice really cut into the kingdoms funding so we don't want that to happen again. Everything in the kingdom has epic and long names, so that the Immortal One can be sure not to loose touch with the concept of time and thus be sucked out of it. THE IMMORTAL ONE ADDS TO HIS NAME FOR EVERYTHING EPIC THAT IS DONE IN HIS NAME. The name becomes longer and longer. Unless everything is kind of ok, then he slowly but surely looses single parts of his name. Then he has to build some massive statue cutting into your funding. You could also have a giant slaughter of your own troops due to the demons, that is kind of epic as well. He also looses big chunks of his name when a family dies because all they did will soon be forgotten. Unless of course you build a really costly huge statue. WHEN THE NAME OF THE IMMORTAL ONE IS TOO SHORT THE GAME IS OVER. His obsession with names goes so far that he is actually the one who names the mission, weapons, childs and even the demons. The demons however despise any name. Names are a concept of mortals who need to remember. The Immortal one however does not dare to name the NAMELESS one. Well he kind of wants to do that but really that's what the whole final part of the game is about. I wont spoil that. You got any thoughts on how names may be handled in MASSIVE CHALICE?
  5. Hello! I just rembered something awesome: In Barldurs Gate 1 you could have a lovely couple called Dinaher and Khalid in your team. Not only did they have an interesting dynamic but something great happed when Khalid died: Dinaher got so mad that you couldn't control her anymore, but suddenly she was also able call a lightning onto her enemies every turn (which is really powerful). In Baldurs Gate loosing a character of course wasn't an option, so that took something from the awesomeness. However stuff like that would be perfect for MASSIVE CHALICE. MASSIVE ANGER for MASSIVE CHALICE! Would also be a thematic variation on the XCOM panic.
  6. Any chance you are gonna answer to more posts? Like mine. Well, would be awesome, since I really like the idea of naming missions yourself. Podcast was great btw.
  7. So, I dont know if you still take questions/suggestions, but I have two of them: During the XCOM Session you mentioned there might be some sort of base building. I think XCOM actually has a real problem with base building, especially the visual representation: You never really use any of the awesome bunker room visuals, you just use the menu. And any new buildings are so far down in the ground that you never see them anyway. Part of the problem is probably that you build new rooms in that extra menu instead of in the overview of the bunker. I just wanted to stress that if you really want the base building to tell a story it needs to be more than a pretty alternative to a menu that no one ever uses. Also I want gigantic statues for my fallen heroes and I want his daughter and son to mourn in front of it. The other idea I had was about mission names. Till I saw the XCOM session I never actually noticed that there were mission-names in XCOM. So I thought there should be an option to name the mission yourself. I think it would go great with the whole telling your own story aspect of the game and I mean you are the king! When I plan to let my awesome Swisshelm hero die I want the mission to be called Swisshelms bane. I want there to be a Swisshelms second bane if the bastard refuses to die. And if all members of a family died I want to call it bloodwedding. Of course important story missions could have unchangeable mission names. Hope that helps.
  8. I got something rather strange and awesome, I think. Last summer I visited poland, and was in my grandfathers hometown. a little nice village near the beach. There was an amusement park that went bankrupt. They sold all their stuff to the towns people for penny or something. So now this small and rather humble village is full of pirateships, dinosaurs and weird loud stuff. Its the strangest thing. It simply does not fit together. The amusement park is abandoned and desolate. and while this village should be the funniest place in the world, its somehow rather sad. Its like the financial opportunity forced all this oh so happy stuff on them. just my two cents
  9. I got something rather strange and awesome, I think. Last summer I visited poland, and was in my grandfathers hometown. a little nice village near the beach. There was an amusement park that went bankrupt. They sold all their stuff to the towns people for penny or something. So now this small and rather humble village is full of pirateships, dinosaurs and weird loud stuff. Its the strangest thing. It simply does not fit together. The amusement park is abandoned and desolate. and while this village should be the funniest place in the world, its somehow rather sad. Its like the financial opportunity forced all this oh so happy stuff on them. just my two cents
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