Skaldarnar edit: Added related thread
Name: World Lore Archive
Summary: Writing some backstory for the "before" world of the proposed Untrue Tao game mode
Scope: Core Content
Current Goal: Brainstorm
Phase: Inception
Curator: ?
Related: World Theme and Backstory, Lore by SuperSnark
So the more I think about the potential in a subtle post-apocalyptic setting the more I like it vs. the "tabula rasa" approach of Minecraft (among others) - as in, before the world there was nothing, here's a pristine new world with no origin, have fun!
The idea of Untrue Tao (mainly discussed in the World Theme thread, but also elsewhere) is that of two sharply contrasted factions in an early mode of the game to showcase how we could distinguish factions or even races from each other at both a technical level as well as for gameplay. There have been a few snippets of suggestions of how those two factions could've come about, including a post-apocalyptic one.
My personal take on something like that was that of an advanced society that disintegrated itself with strong factions either for or against high tech, likely blaming each other for whatever went wrong. One side ends up steam-punky trying to recover occasional scattered artifacts and exploiting the world again, the other one abhors technology and devotes itself to some divine purpose including "magic" artifacts and peaceful energy-based interactions with the world - not realizing their "power" actually comes from technology indistinguishable from magic, including nanobots or something coursing through their veins giving them their energy manipulation abilities.
Many years after whatever went wrong have passed and the world is mostly pristine again, with a few bits of scattered ruins and artifacts here and there (gives purpose to exploring the world). Both sides have been struggling to get by for some reason but finally as the game starts they're beginning to reach out beyond their tiny communities again ...
So all that is still for the World Theme thread - the point here is what was the world like before and what happened?
I don't really want us to be explicit in-game about the world's origin, but think it could be neat if we have a series of short stories or even just fragments of the World that Was (concept art in story format?). I remember fondly how years and years ago right before Sid Meier's Alpha Centauri came out (99) they were releasing these small lore snippets weekly (I even found them again, yay! Journey to Centauri on this page). As a good little Civilization fanatic I was waiting impatiently for SMAC already, those lore stories just made it even better especially since they tied directly to events in the game.
This is something I think we could do, and specifically those interested in writing could do so without any direct relation to game implementation - sky's the limit since we don't need to model the old world in-game. Unless somebody later wants a scifi game mode, anyway
With some snippets of lore like that we could use some of it as marketing material, some nice snippets could be embedded within the game found in ruins, the old tech could be described then found broken in the world, etc etc. It would give a lot more meaning to the game, yet be liberated from the main march down the road of implementation. This item could go from inception to completion independently.
Thoughts? Anybody interested in writing lore?
Name: World Lore Archive
Summary: Writing some backstory for the "before" world of the proposed Untrue Tao game mode
Scope: Core Content
Current Goal: Brainstorm
Phase: Inception
Curator: ?
Related: World Theme and Backstory, Lore by SuperSnark
So the more I think about the potential in a subtle post-apocalyptic setting the more I like it vs. the "tabula rasa" approach of Minecraft (among others) - as in, before the world there was nothing, here's a pristine new world with no origin, have fun!
The idea of Untrue Tao (mainly discussed in the World Theme thread, but also elsewhere) is that of two sharply contrasted factions in an early mode of the game to showcase how we could distinguish factions or even races from each other at both a technical level as well as for gameplay. There have been a few snippets of suggestions of how those two factions could've come about, including a post-apocalyptic one.
My personal take on something like that was that of an advanced society that disintegrated itself with strong factions either for or against high tech, likely blaming each other for whatever went wrong. One side ends up steam-punky trying to recover occasional scattered artifacts and exploiting the world again, the other one abhors technology and devotes itself to some divine purpose including "magic" artifacts and peaceful energy-based interactions with the world - not realizing their "power" actually comes from technology indistinguishable from magic, including nanobots or something coursing through their veins giving them their energy manipulation abilities.
Many years after whatever went wrong have passed and the world is mostly pristine again, with a few bits of scattered ruins and artifacts here and there (gives purpose to exploring the world). Both sides have been struggling to get by for some reason but finally as the game starts they're beginning to reach out beyond their tiny communities again ...
So all that is still for the World Theme thread - the point here is what was the world like before and what happened?
I don't really want us to be explicit in-game about the world's origin, but think it could be neat if we have a series of short stories or even just fragments of the World that Was (concept art in story format?). I remember fondly how years and years ago right before Sid Meier's Alpha Centauri came out (99) they were releasing these small lore snippets weekly (I even found them again, yay! Journey to Centauri on this page). As a good little Civilization fanatic I was waiting impatiently for SMAC already, those lore stories just made it even better especially since they tied directly to events in the game.
This is something I think we could do, and specifically those interested in writing could do so without any direct relation to game implementation - sky's the limit since we don't need to model the old world in-game. Unless somebody later wants a scifi game mode, anyway
With some snippets of lore like that we could use some of it as marketing material, some nice snippets could be embedded within the game found in ruins, the old tech could be described then found broken in the world, etc etc. It would give a lot more meaning to the game, yet be liberated from the main march down the road of implementation. This item could go from inception to completion independently.
Thoughts? Anybody interested in writing lore?