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Post by Nevermore Raven on Mar 3, 2017 21:58:54 GMT
The six attributes are decided through interaction with the populace of Subworld and your combat situations. For example you have a choice to Write or Fight in combat. Both can be as deadly as the other, but writing has more of a creative edge to it and gives you more choice in interaction, where as fighting is pure and simple destructive act. That said, you don;’t kill characters in this game, you erase them quite literally from existence, perhaps one of the darkest acts they player can do in the game. This action can have a profo und impact on the path your character takes and the stories eventual out come. Conversly, you can save a character as if saving him in file and revive him… or maybe rewrite him. Again, Saving does not inescapably haver to be mercy as rewriting a character can be an act of enslavement. Again, every action in Subworld has an impact on you as the player charcter and the Subworld itself. Choose your actions wisely. Inspiration, Imagination, CreationThese are the three words you will hear a lot of in the game. But what do they mean? How do they apply to you and the world around you? Well the game is written to be open to interpretation and I hope you will take what you can from those three words. However, don’t underestimate their meaning or their power. You may find that they maybe more important than XP, Gold or Stat. Nihilism, Disincentive, DestructionNihilism, Disincentive, Destruction are all opposites that make the fictional world of Subworld crumble. Constantly at odds with their opposites, even the citizens of Subworld succumb to them eventually. These attribute represent your destructive nature, both withing and without. Devoid of hope, joy and imagination, these attribute give you the power to destroy Subworld in it’s entirety. The stronger you become in these attributes, the more Subworld fades in your wake. Balance the six attributes well enough and you could achieve power beyond your imagination. But be careful, as the nature of the opposites are to cancel each other out, and true balance may just be outside of your reach.
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Post by genkigirl on Mar 4, 2017 4:21:25 GMT
I like this affinity system. It looks like a system that could tip the game in a lot of different directions if utilized correctly. I was expecting something more Undertale. Y'know, kill or befriend, but it looks like your making a game where that choice may not be so black and white, am I correct?
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Post by Bandit Slayer on Mar 4, 2017 6:16:44 GMT
I like this affinity system. It looks like a system that could tip the game in a lot of different directions if utilized correctly. I was expecting something more Undertale. Y'know, kill or befriend, but it looks like your making a game where that choice may not be so black and white, am I correct? That's how I've come to see it as. As in there's more ways to play. Like the player is working with the NPC's and they are bouncing off each other.
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Post by genkigirl on Mar 4, 2017 6:34:27 GMT
I'm code in the game might be an alignment with the individual characters, depending on their affiliation. Probably making the pacifist route, (is that what it's called?), more complex. I read somewhere in the blog, that the Fictionals don't like human writers and that the Vices are easier than the Virtues. I think I'm starting to see where this is going. Deep. Of course I am speculating here.
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Post by writer97 on Mar 4, 2017 21:26:32 GMT
It has always been easier to destroy than to create. It's very much the antithesis of Undertale, where the grind to kill was a chore.
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