I think that the definition of "fantasy" is kind of blurred.
Just stuff that doesn't exist? Stuff that can't exist? I'm not really understanding where the line lies here.
Basically, no monsters, magic, dragons, astrology, or anything else. However, there will, one day, be a few strange happenings, but I intend to keep their nature very unclear within the game.
Thanks for the responses! Always interesting to read.
However, cults will have far more human-scale gameplay effect than cults - in fact, see tomorrow's blog entry for more on this!
Hmmm?
Whoops. Cults have more human-scale effect than RELIGIONS.
About genders, I think there should be some differences when it comes to genders. When my character dies and my heir is a woman, I should face some problems if the civ is male-oriented and vice versa. I'm not sure about it myself though.
That makes sense. Civs vary according to whether they prefer men/women/either on the throne, so I guess that could reasonably carry over into all walks of life for that civ, actually.
Oh yeah, I'm just saying that we all know what's fitting for a relatively historically accurate strategy game and what isn't by heart, it's just that the definition of 'fantasy' is a little... blurry.
I think the word choice 'fantasy' isn't exactly accurate when URR said 'There isn't any FANTASY element in the game', though I generally agree that its the best word to describe it.
We all have this firm idea in the back of our heads what is right and what is not right, and trying to ramshackle the definition of Fantasy for the game is going to be very, very hard, to say the least.
I guess we are trying to almost re-invent the term fantasy here, or rather, trying to re-define it.
Yeah, I'm using fantasy to mean both "high" and "low" fantasy, but there's another category I consider to be different, and that's the kind of thing I'm mentioning, in a roundabout way. But I don't want to say too much about that until I have some it implemented, and it is still a way off...
I think we can say "THERE IS NO SPELLS AND DRAGONS AND ALIENS AND SHIT" as a short version. That covers most of the fantasy stuff.
Ah, why we are talking about this issue this much? Let's just call it "there won't be unrealistic stuff in this game" and be done with it.
Agreed. And yes! There might one day be a bit of "weird" stuff, though.
Ba-dum-tish! No hard feelings.
I have a question about fantasy stuff though. What should we expect from dungeons, crypts and alike? I know there won't be anything supernatural but what will make them interesting then? I remember URR mentioned puzzles (correct me if I'm wrong) but I'm... puzzled by that answer. Solving a puzzle in a roguelike sounds like a Call of Duty point-and-click game. Just seems weird and out of genre. There are probably RL puzzles too but I have never encountered them.
Ah, you've hit upon the fundamental question. I spent a long time considering this, and it basically boils down to - in the absence of monsters, foes, magic, etc, how does one make dungeons (in the broadest sense of the word) interesting? I've given this a lot of thought, but basically, they boil down to several aspects:
1) Appearance - I'm working on a very detailed generator at the moment, which works in 3 dimensions (some rooms can be particularly tall, have ramps, bridges, whatever), but there are also a number of "themes" that overlay the entire dungeon - sandy, overgrown, flooded, frozen, etc, and that will affect where/what you can/can't access within the dungeon. I want them to be enjoyable to explore purely from the perspective of being unusual, interesting and visually appealing (and unique!) every time you enter one.
2) Puzzles - yeeees, this is still being worked on, but I'm increasingly planning to include dungeons in the next release, so I'm sure I'll say more about this in the future, but basically I'm working on a generator which can produce procedural puzzles, though not all of them are explicitly "puzzles". Hmm. That's not very clear. Basically, there will be a lot of interactions within dungeons, which could broadly be classed as "puzzles", and will have various methods for getting through them, or solving them, or unlocking the next door, or things like that. Not just Skyrim's little spinning things with snakes on.
3) NPCs - of course, they will be few and far between, but you will bump into other NPCs in dungeons. Maybe a black market? Maybe another explorer? Maybe someone who got lost, or a crusader seeking the same artefact as you, or a ruined army taking refuge, or a cultist, or someone else.
4) Bosses - I'm not saying a thing on this until a lot later, but I have six major ideas for "bosses" that can appear in dungeons. Naturally, not all of them are combat-based.
5) Mutual interactions - dungeons of the same civilizations will interact with each other. Some might give you hints to other dungeons from that civ, or things like that. Additionally, languages will be a vital component of dungeons:
6) Murals, sculptures, etc - dungeons are going to be full of procedural sculptures, murals etc (which will actually be illustrated, like the generated main menu picture) which both give you hints about the dungeon, information about the civilization, information about languages, etc. This ties into point 1, really, that dungeons should be pleasing and interesting to explore on their own merits.
Hope that answers that a bit!
In the mean time, this week's blog entry on history generation, religions and cults, which should answer in more detail some of the earlier questions:
http://www.ultimaratioregum.co.uk/game/2013/01/22/history-generation-ii-religions-cults/