What really sucks about idea crafting...
Posted: Sun Mar 12, 2017 11:33 pm
For quite a few weeks, I've been mulling about an idea for a Shadowrun type ordeal that could have a family see the effects of certain systems on society. The hard part of making this into a "smut game" is that you would have to explore some pretty dark recesses of humanity and have no idea what you have to turn up.
Thinking about it, it shouldn't sound too hard, but if you ever noticed CoC and TiTs among other games like FUBS (Fucked Up Burger Shack) it can be hard as hell just getting these little details right.
What I want to create is a system that allows for some sort of societal consequences to you gaining power. A corruption meter ain't gonna cut it. Seriously, it seems that's far more limiting to behavior than an exploration of it. What does it mean to have a 100 corruption and not be a dick? You can't really tell in those games among other games that just use it as a disguised health bar for your morality.
What really makes this type of theory and idea really limiting is that so many ideas have to go by the wayside simply because of the limitations of the engine you have to build from scratch. I just thought about how I would want you to have a brother and sister who randomly have higher and lower status than you depending on what you create (as the game is Shadowrun, I was thinking of having a class system where you can pick between high, middle, and low class with benefits to any of them depending what you pick) and that would require a LOT of processing to do over deciding to be a lone ranger in this world that would go the same route as other games.
Then there's the actual programming... How do you make NPCs that are believable? What do you put into it? What do you leave out? Do you explore just one city or go on to make different worlds with different types of systems?
*sigh* So frustrating...
But these are just things I'm mulling over. What do you all think about if you're making games?
Thinking about it, it shouldn't sound too hard, but if you ever noticed CoC and TiTs among other games like FUBS (Fucked Up Burger Shack) it can be hard as hell just getting these little details right.
What I want to create is a system that allows for some sort of societal consequences to you gaining power. A corruption meter ain't gonna cut it. Seriously, it seems that's far more limiting to behavior than an exploration of it. What does it mean to have a 100 corruption and not be a dick? You can't really tell in those games among other games that just use it as a disguised health bar for your morality.
What really makes this type of theory and idea really limiting is that so many ideas have to go by the wayside simply because of the limitations of the engine you have to build from scratch. I just thought about how I would want you to have a brother and sister who randomly have higher and lower status than you depending on what you create (as the game is Shadowrun, I was thinking of having a class system where you can pick between high, middle, and low class with benefits to any of them depending what you pick) and that would require a LOT of processing to do over deciding to be a lone ranger in this world that would go the same route as other games.
Then there's the actual programming... How do you make NPCs that are believable? What do you put into it? What do you leave out? Do you explore just one city or go on to make different worlds with different types of systems?
*sigh* So frustrating...
But these are just things I'm mulling over. What do you all think about if you're making games?