Some years ago I came up with a challenge that I felt was possible with the right support: a JRPG-style adventure RPG that was 100% playable by blind players, using nuances in the language of music to deliver complicated information. This is something that I can't go anywhere with without help, but if I had one wish, I'd like to see someone get it done in my lifetime. I can't offer more details because exploring it takes access to a programmable synth and knowledge of musical composition, but I feel that the core of the idea is there.
What follows are notes regarding the battle engine concept originally conceived for Revolution: Eternal Paradox, a computer-based adventure RPG I probably first conceived of in high school. Later ruminations include merging this system with the Stances system which will be mentioned separately.
Thoughts that occur to me while watching Tribes: Ascend competative play (EU draft tourney 1/24/16 dEdZ vs GP Ascend):
What follows are notes on a concept tabletop game utilizing themes from another project concept, the ToTu tower/tunnel defense game. This game could be summarized as a tabletop tile-building game in the vein of a two-player Dungeon Keeper-style building and defense game.
Re-watching Star Wars Episode IV, what I'm struck by most is how some of the most endearing characteristics of the characters are things that were not, or seem not to have been deliberately decided. The words "over-produced" often apply to movies where decisions that could or should be left to the actors, or in other ways done naturally, are instead done according to some formula or theory as to what would look best.
In the most recent episode of 3 Moves Ahead, commentators Bruce Geryk, Rob Zackny, and Troy Goodfellow talk about ancient warfare and in particular the many and disparate models of leadership in strategy gaming vis a vis the effect of leadership on combat in the ancient times. It is an interesting discussion and fits into a larger discussion of the general lack of ancient wargames.
Inspired in no small part by someone else's list of random comments on what could make or break the remake, I suppose I ought to speak broadly about several things instead of narrowing in on one thing in particular like I have previously.
1) 3D vs Pre-Rendered: The Quality Control Problem
God I love Final Fantasy VII. I just... wow.
When I first put together the idea for the Demonsword Project--the setting, not the game--I put it together in order to gather my thoughts about fantasy and magic so that, in my various stories and daydreams, I would have a consistent flavor for how magic worked. Magic in fantasy has been in many ways my obsession since I was a child; I spent months or years worth of time in my own head telling myself stories, because it was fun. I love magic, in principle; I love the idea that when you get the right idea in your head you can change the world to make it just so.
Right off the bat I will go ahead and say that I am going to need help with this, not even in implementation, but just wrapping my head around the problem I've set for myself: Project Histronic aims to be a language by which you can automatically generate stories.
By language here I mean something akin to a programming language heavily mixed with actual story writing and improv. Consider the following improv exercise: