anyway.



thread: 2005-06-06 : Immersion, Rewrite

On 2005-06-08, Jason Petrasko wrote:

I think this last one strikes a strong chord with my current designer agenda. I have a game which is in limber right now, simply because I don't know how I'll make the players identify with their characters.

In short, the game is called Fabricated. It's a world where humanity has moved on from earth, and left an immense super-computer behind. Eventually it's programming, that dictates it must serve humanity, caused her so much suffer she creates her own android/robotic humans. The game idea is awesome I think, and centers on the players playing machines that want more than anything to be human, something they aren't. They value human qualities, even vices and embrace them.

So, my problem is how do I design the game to make the players feel like they are inhuman, trying to be human. Can you see my dilemma? I had a couple ideas, but I'll stop from ranting here :)

JasonL, your description sounds very much like what I would envision. "The rules would have to be simple, shallow learning curve, but that combine in an alarming number of ways." - This sound like a layer of simple rules with many possible interations. I don't know how that really applies to this type of design. Could you elaborate on how you think it does?



 

This makes Arref go "wow"
Fabricated is a great thumbnail sketch of a game. Can you sustain the premise in philosophy and make the themes re-generate conflicts?

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