2.05 - Godly Power

Idea for October 18, 2007


Theme: Power

includes topics that expand on the theme

  • Insanity
  • Freedom
  • Kindness/Cruelty
  • Isolation
  • Restrict/Responsibility
  • Privileges
  • Allies
  • Fear
  • Jealousy
  • Competition
  • Status
  • Beliefs/Religion
  • Knowledge
  • Corruption
  • Good/Evil
  • Change
  • Domination/Influence
  • Mental, Political, Physical, Economical, Magical, Technological, Military
  • Gods
  • Leadership
  • Murder
  • Fear/Loyalty
  • Responsibilities
  • Influence

Genre: RPG/Sim/RTS

game genre with possible significant changes or important points

  • Possible Genres:
    • RTS
    • God Game
    • FPS
    • RPG
    • Adventure/Action
    • Sim
  • Realization: We want to start the game with power

Mechanics/Systems

individual gameplay mechanics and mechanics categorized by system

  • Fall to mortality: player begins as a powerful God
  • Must re-attain Godhood as the final game goal
  • Dynamic, hidden growth based on actions; subtle adjustments and hidden cause/effect system
  • Followers/Believers:
    • Player’s power and abilities are determined by the strength and number of their followers
    • Player’s actions, decisions and reputation affect their followers and their ability to gain/retain followers
    • Stronger believers (takes longer, more permanent)
    • Quickly amass followers (less reliable, but attain power quickly)
    • Experience is therefore dynamic: player’s powers and abilities are constantly in fluctuation
  • Dynamic game genre? Gameplay adapts to match God’s powers and focus:
    • RTS/Sim elements for a noble, strict God
    • Action/Stealth for dark, corrupting God
    • Sim/Adventure for peaceful, enlightened wandering God
    • Specialties via (invisible) point system (limited to possible God types)
  • Disciple System:
    • People who work for you and help you on your quest
    • Extension of power and influence
    • Disciples act in your stead in different situations
    • Earn titles (e.g. “the Destroyer”)
  • Death:
    • Falling and losing may force user to hide identity
    • Dying may not kill the player, only dissipate their power
    • Effects of death vary with God type: supremely powerful God loses more, weaker, more adaptive God loses less
    • Death is inconvenient, not permanent
    • Penalty of death changes with type of God
  • Artifacts:
    • Items of power that player can pass on to followers, disciples
    • Player can store a section of their power in artifacts, making that power easier to use, but difficult to regain if artifact lost

Story

narrative elements concerning plot, characters, world

  • Setting:
    • Space?
    • Medieval?
    • Spans time, generations
    • Game over when Jesus and Christianity comes along?
    • Game over when Renaissance comes along and reason takes over more than religion
    • Ideally set in a time where communication between groups of people is limited
  • Player is a fallen god trying to regain power/Godhood
  • Building a pantheon achieves this goal?
  • Challenging existing God whose place you will take, the same God who ousted the player?

Audience

includes possible target user group traits

Possible Technology

includes hardware that would best support the game


Contributors

includes GDDG members who contributed to this idea and were present during the discussion

  • Mediator: Cody Church
  • Holly Becker
  • Alfred Darakjian
  • Tyler Nickel
  • Vincent Cua
  • Shane Morin
  • Chris Walters
  • Samppa Raski
  • Drew Batcheller
  • Andrew Wong
  • Chi Hsi
  • Luke Da Silva
  • Kyle Sakai
Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License