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Author Topic: Cyclopean  (Read 26574 times)
Scott
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« on: September 11, 2008, 10:04:11 AM »

Cyclopean is the title for a turn-based RPG project currently in production by Team Omega under Iron Tower Studio.  The game is inspired by, and to a large extent based on, the stories and mythos of Howard Phillips Lovecraft, and takes place in 1923 Western Massachusetts.

I chose the name Cyclopean because it was arguably Lovecraft’s favourite adjective, meaning “big” in the context of his stories, not “one-eyed”.  I like the way it sounds and I don’t want to call the game “Shadow Over Arkham”, “Look Out, It’s Cthulhu!” or something else entirely predictable and lame.

The player starts out in Lovecraft’s most famous fictional location, Arkham.  Over the course of the game the player will travel to several other locations in and under the State of Massachusetts, and come in contact with cultists, law enforcement, hapless citizens, shadowy organizations, criminals, otherworldly creatures, and if he’s lucky, horrors beyond imagining.  The game will concentrate on baroque, quality writing in Lovecraft’s style, thrilling dialogue, and stimulating turn-based combat versus people and other things.  Emphasis will be placed on quests with many possible solutions and outcomes.  Players will not be restricted to fighting evil, but may ally themselves with those who wish to bring back the Great Old Ones, as well as various other organizations.  Details to follow.  The player will also be able to add up to three, player-controlled NPC followers during the game.

A concern already raised is that Lovecraft’s canon does not suit itself to a computer game.  I think the locations, creatures and atmosphere established by Lovecraft are entirely adaptable, not just as a colourful background to the same tired old RPG themes, but as an entire game experience.  Any established body of work translated to a computer game, or any other form of media, will have to be bent somewhat to accommodate its new form.  It is my belief that a more faithful translation of Lovecraft’s world can be implemented as a fun and worthwhile CRPG.

Finally, here are a few things which will not be in Cyclopean:  immortal and chatty NPC’s with abandonment issues, elves, giant rats, sewers, black and red hellscapes, and Monty Python references.
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THE GAME
Backgrounds - Read about the nine custom character backgrounds, starting quests, and how they affect gameplay.
The Rules - Detailed descriptions of Stats, Skills and Traits, and how they interact.
Sanity and Mythos Points
Sanity, Sleep and You
Sleep, Sanity and You II

3D MODELS
Gravedigger's Cottage
Pawn Shop
Barn, shack, grocer, more exteriors
more buildings!

CONCEPT ART
Evolution of the Speaker, by Eyeman
House of Yig
Old Stuff -gathered works of former concept artist Felix

INTERACTIVE
Cyclopean Character Generator - Create a player character using the current iteration of stats, skills and traits for the game.  Choose a background and take your character up to level 10 and see how he develops.

Cyclopean Dialogue Adventures! - Interactive game dialogue with branching choices.
Wrenwood
Professor Lombardy

THE WRITING- this is a big, big part of what the game is all about
First Mate's Account, Lighthousekeeper's Log, Report to Chief Magistrate Ledwidge
Professor Lombardy's Journal, House of Yig
Found On A Tombstone, NOT FOR DISTRIBUTION
Heartbeat
Dream of the Witch Hunters
The Curious Manuxet Medicine Man
Interview With A Lunatic
Clockwork
An Excess of Radium

OFF TOPIC
AoD fanfic: The Bandit Backstory
DragonRage Forum Response Generator
3D Game Environments

« Last Edit: July 01, 2010, 05:30:11 PM by Scott » Logged

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DangerousDan
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« Reply #1 on: September 11, 2008, 10:07:45 AM »

Sounds very interesting. I wish you the best of luck!
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Morbus
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« Reply #2 on: September 11, 2008, 10:13:54 AM »

What are your aims in regards to the overall state of the genre. Are you going to push its boundaries forward, or are you gonna stick to what's proven to work as in Age of Decadence?

I ask this because I would really love to see some innovative and truly next-generation role-playing. I'm kind of working on a project of mine, on and off, you know. A one man job. But I'm really trying to make things in a new way. A way that respects what we all love, but a way that takes advantage of the new technologies and new concepts put forth by new games, inside and outside the genre.

For example, my character system is very complex and can NOT work in a pen and paper game. It takes full advantage of what a computer can do to process and develop character creation and choices. It's very hard to polish and finetune, but I think the result will be great. Combat too, it's turn based (could work with real time with pause) but has a very realistic approach. The turn based system isn't traditional either, and works in a different way than the one we're used to. It's kind of a cross between what Silent Storm is and what Fallout 3's VATS could have been if Bethesda had brains.

The magic/skill system is a step ahead too, but I don't know if I'll be able to finish it without help. It's about creating skills by conjugating our character's abilities and applying them in the right circumstances. It's not really innovative, it's just a step ahead. I have never seen anything like it.

But anyway, you see what I mean. Are you trying to take this kind of approach or what?
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Scott
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« Reply #3 on: September 11, 2008, 10:38:29 AM »

To be honest, a revolution in game mechanics is not my goal.  I have some different ideas about handling stats and conversations, for example not having a Charisma stat, but I'll go into that later.  Personally, I'm more interested in chucking out some RPG conventions that seem to be assumed at the start of every project by every RPG developer since 1988.

Why isn't there non-lethal combat?  Why can't you knock on someone's door, instead of walking into their house?  Why are there only five animations for most NPCs?  And other, typical topics gone over in the AoD forums.

The boundaries of the genre, which IMO are extremely narrow, I intend to stretch, hopefully in the same way Fallout did, by starting with innovative settings and concepts and basing the game on those concepts, not creating a D&D clone, setting it in the 20th century, and substituting gugs for orcs.
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Starwars
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« Reply #4 on: September 11, 2008, 10:57:34 AM »

How much of the actual Lovecraft stuff will be involved in the game? How much will be simply "inspired by" and how much will have direct references to the Mythos?

Is there is a lot, won't there be some form of copyright issues?

Nevertheless, a game such as this is what I've always wanted to try for a cRPG (loved the Call of Cthulhu P&P as well as the Lovecraft books). Best of luck!
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« Reply #5 on: September 11, 2008, 11:03:18 AM »

Personally, I'm more interested in chucking out some RPG conventions that seem to be assumed at the start of every project by every RPG developer since 1988.

Why isn't there non-lethal combat?  Why can't you knock on someone's door, instead of walking into their house?  Why are there only five animations for most NPCs?  And other, typical topics gone over in the AoD forums.

The boundaries of the genre, which IMO are extremely narrow, I intend to stretch, hopefully in the same way Fallout did, by starting with innovative settings and concepts and basing the game on those concepts, -
This is good to hear. These few examples you numbered are among those i would like to see changed too.
Especially non-lethal combat which is a territory full of hidden surprises and numerous possibilities.

I dont care much for horror as a genre because its limitations in final outcomes - the end of the story.
But, i wish you luck anyway.
Just getting ready to download your mod for TOEE so im wondering... would it be possible to use that engine for your game?
Probably not but anyway...

edit-
Oh...i really, really hope there wont be any puzzles in this game. You know, the sort that wont let you go on untill you figured out how to put the right frigging item into the right frigging place and turned it correct frigging number of times etc.
« Last Edit: September 11, 2008, 11:05:13 AM by caster » Logged

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« Reply #6 on: September 11, 2008, 11:11:28 AM »

Is there is a lot, won't there be some form of copyright issues?
It is my understanding that the Lovecraft Mythos are public domain now.
http://phantasmal.sourceforge.net/Innsmouth/LovecraftCopyright.html

http://www.aetherial.net/lovecraft-copyright.php

« Last Edit: September 11, 2008, 11:13:50 AM by Vince » Logged
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« Reply #7 on: September 11, 2008, 11:33:52 AM »

Continuing on about the game, what game engine are you planning on using? Or, if that's not decided yet, what kind of game engine?
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Scott
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« Reply #8 on: September 11, 2008, 12:20:46 PM »

How much of the actual Lovecraft stuff will be involved in the game? How much will be simply "inspired by" and how much will have direct references to the Mythos?

Actual Lovecraft stuff will abound!  The locations, creatures, books and themes will primarily be Lovecraft, the NPC's will be almost entirely original.  Original Lovecraft stories will guide some quests closely, but I'm making a game after all, and few of the stories as written make for compelling gameplay.  There will be plenty of new material, but all of it closely adhering to Lovecraft's body of work.  For evidence of this, see the threads including my long writing samples.  None of these borrow from Lovecraft, but hopefully they create a similar atmosphere.

There won't be any puzzles.  There will be investigations and complicated dialogue trees.  Research of written stuff will drive certain quests, and reveal some locations.

Regarding the game engine, I intend to use whatever engine ITS settles on for it's next project in order to reduce the work load for both teams.
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« Reply #9 on: September 11, 2008, 12:29:31 PM »

Great news. I thought the second project won't start until AoD gets some sales. Great writing in the other thread. I'm not a native speaker so I can't judge if the style is consistent with English from that period but it looks good enough. Will it be completely separate team or will you share some people with VD? With AoD nearly out they should be starting another project soon. Hopefully in a scifi setting. We haven't seen a company doing so diverse (setting wise) games since the demise of Troika.

How are you going to deal with the fact that most Lovecraft fiction doesn't end too good for the protagonist. Ending up as a Cthulhu's snack or in the asylum is not exactly "Game over - You Win" situation. Then again that would be quite refreshing if game ended that way. Competitive players might feel dissatisfied, but those who are in it for the story will surely appreciate it. It's been done before - Fallout and PS:T had quite poignant endings which worked very well. Anyway best of luck to you mate. Glad to see VD's example got others to get of their arse. Are we going to see the renaissance of RPGs? I sure hope we do.
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« Reply #10 on: September 11, 2008, 12:42:52 PM »

Quote
With AoD nearly out they should be starting another project soon

What about getting some long vacations first? Wink
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« Reply #11 on: September 11, 2008, 01:20:37 PM »

Congrats on getting the job. Have you formed a full team yet? Any of the AoD fellows working on this one as well?
Funny how Iron Tower has become a brand name in the RPG industry so soon, and at the present moment, the only trustworthy one (Obsidian has mainly meh titles on the horizon, except for SoZ).
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« Reply #12 on: September 11, 2008, 01:34:06 PM »

First of all I wish you best of luck.

So how many people are/will be working on the team, and is there a game that will inspire Cyclopean, gameplay and environment wise?

One last thing,

Quote
chatty NPC’s with abandonment issues

I do not understand exactly what you mean, can you please elaborate? Smile

-Anon
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Scott
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« Reply #13 on: September 11, 2008, 02:13:15 PM »

First of all I wish you best of luck.
So how many people are/will be working on the team, and is there a game that will inspire Cyclopean, gameplay and environment wise?
One last thing,
Quote
chatty NPC’s with abandonment issues
I do not understand exactly what you mean, can you please elaborate? Smile
-Anon

Regarding the team, I'm in touch with one very talented professional illustrator and comic book artist, samples of whose work will hopefully appear here soon.  That's it so far.  It will be several months at least until a game engine is selected, so it's early still to select anyone else.

The NPC's to whom I am referring are the party members in NWN2, in aggregate the absolute nadir of NPC party members in the history of everything.  They yakked about themselves constantly, they could not be killed, and in fact the player was not even allowed to avoid taking them on!  I quit the game halfway through Chapter II convinced that it was in fact about them and that they could work out how to Save the World™ from the King of Shadows™ by themselves.
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« Reply #14 on: September 11, 2008, 02:18:31 PM »

I see. Yes that was too forced on the player, especially when I did not care about some of my companions! Good choice.
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