bvanevery
07-14-2007, 11:19 AM
Have you ever had a big game project that you were working on, that you committed many years of thought and some years of actual programming effort to, but that you were never able to pin down the game design? And so, the project languished.
Such is my "Ocean Mars," a 4X TBS taking cues from Sid Meier's Alpha Centauri. I've sat down and tried to write the game design on paper. I strip out fat from the Civ genre; that part is easily done. But I am not satisfied with the result. I say to myself, "This is only another Civ game. Like all the others, even though it's leaner. It's not worth doing." Also, when you strip out the fat from Civ, precious little is left.
I have these ideas about character and telling stories. I notice that figuring out where to push your units on hex maps is antithetical to telling stories. It gets your brain involved in puzzle solving, not narrative. I've thought, should "Ocean Mars" really be a RPG?
Then I try to come up with the story of Ocean Mars as RPG. And there isn't one. It's a broad historical scenario, not a story. How do you narrate all of recorded human history? How do you narrate even 100 years of that history? Much easier to do 1 character for 1 year of that history. Or 1 month. I suppose I did just read River God (http://www.wilbursmithbooks.com/novels/river_god.html), a novel set in ancient Egypt that covers maybe 25 years of history. So I guess I could mull over that narrative scope.
What story am I trying to tell? I've taken stabs at "Ocean Mars the movie" at times. I don't have one. I don't care about any one specific thing enough, there's nothing I'm just dying to get off my chest. I have imagined a world and a history rather than a story. I'm fascinated by historical documentaries, Guns, Germs, and Steel (http://en.wikipedia.org/wiki/Guns,_Germs,_and_Steel) and Collapse (http://en.wikipedia.org/wiki/Collapse:_How_Societies_Choose_to_Fail_or_Succeed) .
Another of my projects, "The Game Of Immortals," I have the same problem. I've imagined the world in which the gods live. They're trapped in immortality, there are no mortals to torture or kick around anymore. They're very bored and they fall upon themselves. But I have a scenario, not an actual story I'm dying to tell. I have a main character, Mallor, who has architected a lot of the misery. But I've tried several times to write his story and I've come up empty handed. I don't have a specific enough idea of what I'm trying to convey through his character. Worse, my mood has changed over the years, so things I thought were important as a younger man aren't as important to me now.
Actually I put down "The Game Of Immortals" because I thought I'd need tons of cinematic 3d animation to do it justice. Nothing stopping me from writing a text version of it though. But again, what's the story?
Maybe I should stop trying to write a game and start trying to write a book. Come back to the game when I have something resembling a book.
Such is my "Ocean Mars," a 4X TBS taking cues from Sid Meier's Alpha Centauri. I've sat down and tried to write the game design on paper. I strip out fat from the Civ genre; that part is easily done. But I am not satisfied with the result. I say to myself, "This is only another Civ game. Like all the others, even though it's leaner. It's not worth doing." Also, when you strip out the fat from Civ, precious little is left.
I have these ideas about character and telling stories. I notice that figuring out where to push your units on hex maps is antithetical to telling stories. It gets your brain involved in puzzle solving, not narrative. I've thought, should "Ocean Mars" really be a RPG?
Then I try to come up with the story of Ocean Mars as RPG. And there isn't one. It's a broad historical scenario, not a story. How do you narrate all of recorded human history? How do you narrate even 100 years of that history? Much easier to do 1 character for 1 year of that history. Or 1 month. I suppose I did just read River God (http://www.wilbursmithbooks.com/novels/river_god.html), a novel set in ancient Egypt that covers maybe 25 years of history. So I guess I could mull over that narrative scope.
What story am I trying to tell? I've taken stabs at "Ocean Mars the movie" at times. I don't have one. I don't care about any one specific thing enough, there's nothing I'm just dying to get off my chest. I have imagined a world and a history rather than a story. I'm fascinated by historical documentaries, Guns, Germs, and Steel (http://en.wikipedia.org/wiki/Guns,_Germs,_and_Steel) and Collapse (http://en.wikipedia.org/wiki/Collapse:_How_Societies_Choose_to_Fail_or_Succeed) .
Another of my projects, "The Game Of Immortals," I have the same problem. I've imagined the world in which the gods live. They're trapped in immortality, there are no mortals to torture or kick around anymore. They're very bored and they fall upon themselves. But I have a scenario, not an actual story I'm dying to tell. I have a main character, Mallor, who has architected a lot of the misery. But I've tried several times to write his story and I've come up empty handed. I don't have a specific enough idea of what I'm trying to convey through his character. Worse, my mood has changed over the years, so things I thought were important as a younger man aren't as important to me now.
Actually I put down "The Game Of Immortals" because I thought I'd need tons of cinematic 3d animation to do it justice. Nothing stopping me from writing a text version of it though. But again, what's the story?
Maybe I should stop trying to write a game and start trying to write a book. Come back to the game when I have something resembling a book.