
I fly, I shoot, I kill and loot... end of story.
Maybe I will try thinking about it more and see if an opinion forms...
we have been basically playing a non story mode pre .99 and we have been doing fine and sandbox games are fun.Periculi wrote:Non-story mode?![]()
I fly, I shoot, I kill and loot... end of story.
Maybe I will try thinking about it more and see if an opinion forms...
I don't really see Oracus doing anything to solve the problem.FAD wrote:Meaning; If the "player" is being compelled by Domina to reach the core, and since Oracus and Domina are at ends with each other, why not have more Oracus influence or try to persuade the "player" away from Domina's "hold" on them?
I enjoy them, as does Oddbob I believe.speedofsquid wrote:Am I the only one who liked the new story elements?
I have said more on IRC, but I feel I should re-post my thoughts here.Betelgeuse wrote:what do people think of this?
An idea:george moromisato wrote:I don't know if that makes it better or worse, but it is one of the most important plot elements, so that part will not change. However, I am interested in how best to communicate those plot elements to the player.
I agree completely. But all sandbox games have a backstory (even if it is just "You have been chosen by your god to retrieve the amulet of Yendor")Betelgeuse wrote:...sandbox games are fun.
I think the major problem I have is that it can be argued that number one is yes. Wait until the whole story is reveled doesn't to be a good answer because if I feel that if it doesn't let me define my character now I am not going to care what the back story says later because my character was already defined (and that is a very bad thing for this kind of game).george moromisato wrote:I agree completely. But all sandbox games have a backstory (even if it is just "You have been chosen by your god to retrieve the amulet of Yendor")Betelgeuse wrote:...sandbox games are fun.
There are two issues:
1. Does the backstory restrict the sandbox?
2. Is the backstory appealing?
For Transcendence, I would like to argue that the answer to #1 is "no". I believe some of you are arguing that the answer to #2 is "no".
I totally understand if some people don't find the backstory appealing. That's a matter of taste and very hard to defend or alter. All I ask is that people give the game a chance until the whole story is revealed (which won't be for a while).
But I want to make sure that the game continues to be a sandbox, and I want to make sure that the story does not "restrict" the sandbox.
You mean as a flashback, right? I got the impression from the game that the protagonist is one of many called by Domina. I think the residents of the Transcendence universe would be fighting the Iocrym a little harder, if stations were disappearing all over the place.Betelgeuse wrote:hmm Domina should make the station disappear.
...george moromisato wrote:Some people just don't like the backstory that I've come up with. That's OK. Everyone has different taste and I can't convince people to like it.
Nevertheless:
One reason why people might not like the backstory is because it seems too "magical" or "religous". My goal is to explicitly walk a fine line. My intent is that there is a rational (physical) explanation for everything that Domina (and Oracus) can do. [Of course, I mean "rational" in a scifi way.] At the same time, in the game, the powers that Domina and Oracus have "appear" to be magical to the inhabitants of the world. [Insert obligatory Arthur C. Clarke reference here.]
Another reason why people might not like the backstory is because it seems too "creepy" (to quote Atarlost). I understand that too. Not everyone likes slasher films or disturbing material. In this case, I think, the scene with the crying child is important to the theme (though not the plot). Part of the theme of the game is sacrifice. When do you sacrifice something to gain something else? When do you sacrifice someone to save someone else? And what does sacrifice mean if you have no choice? Is sacrifice only meaningful if you have free-will? What is free-will and how do we know that we have it?
Yet another reason why people might not like the backstory is because they want a different backstory. If you want to be a Han Solo-type smuggler then you might think this whole "compelled by Domina" thing is a drag. I actually think the current backstory is flexible enough. The game is never explicit about your relationship to the crying child. Are you the father? The step-father? The brother? The uncle? The neighbor? The only thing that is important is that you have left your home behind. Sounds like something Han Solo would do.
As for Domina: the game never says explicitly that you are being "compelled". In fact, I imagine that to the character, it feels like he/she is acting of his own free-will. "I want to leave my life behind and be an adventurer. No one is making me." You are free to believe that.
Finally, of course, if none of the above helps, then I recommend a mod. The whole point of Adventure extensions is that you can create your own backstory. You can change the opening screen. You can change the station in Eridani. Depending on how much work you want to do, you can even remove Domina from the game.