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The New World (aka Generation Ship)

Grand gobelin
Comme vous le savez, Generation Ship (nom provisoire) pour ce second gros projet de la Vince Team, sera un titre SF ou l'on devra conduire une colonie dans un vaisseau spatial ayant quitter la Terre depuis plusieurs générations.De ce fait, cette colonie ignorera tous de la vie terrestre, de sa technologie, sa culture, son système éducatif etc etc.

En conséquence de quoi, cette civilisation aura donc une avancée limitée, accusant une grosse perte scientifique entre autre, puisque nos colons n'auront qu'un accès limité aux grandes découvertes depuis le lancement de ce vaisseau.En enfin, leur seule connaissance de départ est celle de leur ancêtres nés et morts à bord.Il y aura donc un gros enjeu quant à la transmission des connaissances acquises.Le but étant de conduire cette colonie d'une centaine de millier de personne vers un avenir ou il pourront batir une civilisation digne de ce nom.

Premières réflexion sur le pitch:
I prefer a singe ship - a huge cargo ship retrofitted to carry 100,000 colonists.

The starting point is who's doing it and why. It doesn't produce any profit and doesn't solve any immediate problem (like over-population). You have to invest a lot of money for zero gain. So most likely it will be organized by the Church, which would add an interesting angle. Could be a wealthy foundation of some kind. Basically, idealistic people who expect others to share their beliefs. They would expect people to understand why sacrifices are necessary. They would be able to screen people and get similarly minded zealots, but nobody can ensure that the 3rd and 4th generation, people born on the ship and destined to die on the ship without ever seeing sunlight or breathing fresh air, would fall in-line and see things the same way.

Thus the structure of this society should be semi-religious. Maybe something can be borrowed from the Mormons as well. The community leaders would be there making sure that everyone gets the purpose. If someone doesn't, examples would have to be made to discourage others. Isolation to start? Forced labor if the problem persists? Ritual expulsion from the ship and thus society? Put in a small capsule designed to last a week and wish good luck?

The colonists would be split into different groups (the foundation of a future caste system) reflecting the future colony's needs. So if the goal is to deliver X ready-to go-farmers, then X number of farmers must be maintained at all time, each obligated to have 2 children, if some couples can't have children, other couples will be allowed to have 3 kids, etc. The system creates some pressure on families, but it works because the system can enforce it. Same with the ship - it relies on the enforcement.

Another problem with this setup is that the agriculturalists will raise the new generations of agriculturists who will have to grow crops whether they like it or not.

It could be argued that it hardly matters what they do as it's all regulated and a good farmer can't do better than a crappy farmer, can't have more land, can't hire anyone, can't sell produce, etc. Their only purpose in life is to learn the skills from their fathers, raise kids, pass them the skills, which is depressing as fuck. So on the surface, the system works. You can imagine a few people here and there not wanting to do it but that's what the guards are for (that would be the first safe guard, I suppose - what to do with those who break the laws) but the founding fathers probably wouldn't imagine mass scale unhappiness and riots.

So riots -> mutiny -> damage to the ship -> sealed decks -> mini societies forming (some resembling the old order - what was good for our fathers is good for us, others going into exciting new directions (you start in the freemen (aka anarchists)'s camp), caste system emerging, mutations, etc.

Le maintien d'une cohésion sociale via un système de caste pour le bien être de la vie à bord...

Ce que l'on sait pour l'heure:

Moteur : Unreal 4
Gameplay : turn based, choix et conséquence
un level design plus ouvert que celui d'AoD
Une population obéissant à un système de caste, et le PJ serait un freeman (aka anarchiste) ce qui orienterait le gameplay vers du "stealth" et donc de l'exploration
les combats seront très orienté à base d'arme à feux aux munitions limités, au lasers (bien que rare)
Un système de niveau et de compétences

edit: rectification du titre du projet

Message édité pour la dernière fois le : 24/09/2017 à 18:55

Garde royal
Un nouveau challenge à relever par la Vince Team tant l'univers de Generation Ship semble éloigné de celui d'Age of Decadence.
C'est au pied du troll qu'on voit mieux le troll.
Grand chevalier
Tu gagnes 600 points d'experience pour ta participation à la défaite de Gizmo. Merde à son âme.
Grand gobelin
J'ai retrouvé un peu plus de détail sur le pitch, bien que ça date de plusieurs mois, les choses ont donc pu évoluer depuis:

Some random thoughts on the setting from a recent conversation with Scott:


First of all, yes, we'll go with a class system (to be mutated into a caste system). The goal is to deliver skilled colonists (x number of farmers, x number of metalworkers, x number of militia, etc), so a strict class system becomes a necessity.

On Earth they'd screen and select equal number of men and women for each field. Each couple would be obligated to have X number of children and transfer the skills. These kids would grow up, become skilled farmers or chemists or whatever, marry within their class, have kids, transfer the skills, rinse and repeat.

Naturally, this way leads to many conflicts. Your great grandfather may have been crazy about this flight and your grandfather too, but you don't give a fuck, yet you're stuck on this ship and your only purpose in life is to learn a useless trade (it's all simulated and pointless anyway), marry (more often than not out of necessity), have kids, shove that trade down their throats.

I want a system where you're forced to do what you don't want to do, where you can be something else but the system denies you this choice, which creates issues that wouldn't occur to the idealistic "founding fathers".

It's like a weak foundation that starts cracking under pressure, leading to a revolt and collapse of "society". Fast forward 4-5 generations and we have a real caste system that protects the secrets of their trade and keeps outsiders out. Decks become "states", ran by the descendents of the crewmembers (those who know how to control the ship's systems and zealously guard access codes and keys), the castes playing the role of powerful factions. Those who left the 'classes' a long time ago become "freemen" (adventurers, bandits, explorers, etc).

You'll start as a freeman and won't be allowed to join a caste (because you weren't born into it). I want to have a different structure (from AoD) and go with basic skills that you level up and advanced skills that you can only learn from someone or something else. I.e. you can't become a master chemist or a master in computer science just by leveling up. You have to steal or kill for knowledge (or explore hard to get into decks and places). Anyway, that's the idea.

Before the mutiny: a slowly falling apart society where the original generation, sick and tired of life on Earth wanted to be a part of something bigger, something promising. Of course, sacrifices had to be made and they understood and agreed. They would be certain that their kids would understand too but that's where they were wrong.


Basically, I want to go with 'realism', for the lack of a better word. First, define this pre-launch system, define the built-in conflicts, then trace the most logical outcomes, generation by generation.

The mutiny is logical. It's the boiling point of the system that relied on the human factor and slowly diminishing faith in the Great Purpose.

After the mutiny the crewmen would try to restore the order and keep the facilities running (to save what they can). They would lock the decks and areas and assume control, relying on guards and their knowledge of the system. Different decks and sections would fare differently. Some would be destroyed or breached and sealed for good. Some would be liberated (freemen, anarchists, militants, etc). It would create hostile areas between the crew-controlled decks and push them toward isolation, growing apart, becoming baronies with their own interpretation of the original laws and their own facilities (resources, trade, needs, etc).

So, a few generations and conquest wars later, the decks are ruled by officers in fancy, "mutated" uniforms, jealously guarding their secrets and hoarding the knowledge (access codes, what does what) and charms (working and broken keys).

The guilds (former facilities) would pay tribute for protection and guard their secrets just as jealously. Most people are dumb as bricks laborers, as all trades are guarded. The freemen would have their own craftsmen (rediscovery), but their skill levels would be very low compared to those who were taught the sacred knowledge from books and machines.

re: voice commands working like spells

Yes, I remember but after thinking about it for a few years (courtesy of AoD never-ending dev cycle), I'd rather move away from it and go with a relatively low-tech ship. No voice-commands to cast spells, no holograms, etc. Could be explained as 'a ship that will fly for hundreds of years should be low-tech to be easily repairable"

Overall, I see the ship's interiors as "industrial" rather high-tech/sci-fi. Closer to a heavy freighter.

For me the main appeal of such a setting is not the sci-fi stuff but the human societies and their evolution. To be honest, I'm not sure I have the skills, but I really want to try.

You discover that the ship has arrived a long time ago and been orbiting the planet ever since. The planet is habitable but is already occupied, you see settlements and such. The bridge was damaged during the mutiny, breached, and abandoned. So, your options are:

- land the ship, everyone gets out, the colony's future depends on your actions overall
- use a pod and escape the ship on your own (your and your party members start a new life on their own in the newly discovered society - great setup for a sequel)
- turn the ship around and send this zoo back to earth
- do nothing and let the ship stay in orbit.

For these options to make sense, the game should be about the human societies and your place within them.
Garde royal
I want a system where you're forced to do what you don't want to do

C'est reparti pour une bonne dose de sado-maso hardcore.
C'est au pied du troll qu'on voit mieux le troll.
Grand gobelin
hardcore to the bones yes!
Grand gobelin
a propos du "party based" mecanique:
You'll create your character and recruit others. The party members will have different personalities, motivations, and agendas that might clash with your own, including turning on you (not in a 'gotcha!' way but in a 'you should have seen this coming a mile away' way). Since the game will have many different choices and paths, some characters will be more suitable for certain deeds than others. If you want to be a bastard, you'll have to surround yourself with like-minded individuals. If you're good at talking, you might convince some party members to see things your way....

we're looking at 5 members max. PC+1 at CHA4, PC+2 at CHA6, etc.

on en est encore loin, mais ça sonne être assez solide.En particulier, le nombre de compagnons en fonction du charisme.C'est con, mais logique, fallait y penser
Garde royal
... Depuis quand c'est nouveau ? ça marchait comme ça aussi dans Fallout 1&2...
Abou... Serais-tu en train de nous avouer que tu n'as pas jouer à ces deux jeux là ? Tu serais donc un "faux CRPG hardcore gamer" ?
Amélyssane Trollheart, déesse infernale des trolls.
Qu'ils perdent le savoir-faire une fois dans l'espace, je peux le comprendre.
Mais qu'ils perdent leur savoir tout court ?
Personne n'a pensé à embarquer une encyclopédie ?
Bleeding Moons est dispo sur Steam et GOG. Noté 4.7/5 par les joueurs !
Grand gobelin
... Depuis quand c'est nouveau ? ça marchait comme ça aussi dans Fallout 1&2...
Abou... Serais-tu en train de nous avouer que tu n'as pas jouer à ces deux jeux là ? Tu serais donc un "faux CRPG hardcore gamer" ?

je dis pas que c'est nouveau, mais juste que cette logique est malheureusement abandonné depuis
Qu'ils perdent le savoir-faire une fois dans l'espace, je peux le comprendre.
Mais qu'ils perdent leur savoir tout court ?
Personne n'a pensé à embarquer une encyclopédie ?

C'était sur tablettes mais ils ont viré ces programmes pour jouer à heartstone pendant des siècles.... :D
Fallait faire de la place. Le pr0n ou le dico... Hum...
Bleeding Moons est dispo sur Steam et GOG. Noté 4.7/5 par les joueurs !
Grand gobelin
Le trailer script d'intro

You open your eyes to a grey hull-metal ceiling, one panel of which flickers yellow, indicating dayshift. You overslept, not that it matters. With a grunt you roll off your stained mattress and open the "window" to let some fresh air in. Like everything else around here, fresh is relative. The Ship does Her best to recycle air and water, but cargo holds aren’t high on Her priority list. You breathe in metal and burning oil and look up. Four of the bridge's six projectors are still operational, shining dully down on the container towers of Cargo Hold 3, aka the Pit, the free city.

Calling the Pit a city is a bit of a stretch, but so is calling this reddish-brown liquid water. You've read that water is supposed to be clear and cities are supposed to be big, but no ship-born has ever seen either. Maybe in another hundred years water will look and taste like oil and people will be talking about the good old days when it was the color of rust and tasted refreshingly bitter and tangy. That's the kind of optimism that keeps you going.

The elevator crawls up a groove in the cargo hold's wall like a black steel bug that's worn a path traveling to the bridge and back. It’s time to get up there and earn a few coins, but first you need a drink.

Make your way to the local bar.

The Ship provides breathable air, water, and N-tabs – your daily source of recycled nutrients and minerals, pressed into chewable tablets. They taste like cardboard but they are free. If you prefer finer things in life, like synthetic meat served with a side of algae, you have to pay.

The Ship never served alcohol – the Forefathers frowned upon such things and did their best to discourage drinking, but everyone’s favorite vice made a triumphant return in no time. Each bar has its own secret recipe, each more awful than the other.

The bartender gives you a nod and pours black, oily liquid into a beaten metal mug. You take a careful swallow, fighting your body’s desperate attempt to get rid of the poison, and wait for the familiar warmth to spread through you and make the world a slightly better place.


The bar isn’t busy this time of day, making it easy to spot people who come here to conduct “business”. Tanner, the local hustler, is moving from one patron to another. Evans, a cheap gun for hire, seems to be waiting for someone. You hire him, you get what you paid for. Platt’s a doc. His hands shake too much when he’s sober, so he keeps himself well lubricated.

“I have a job for you, ,” says Tanner, making himself comfortable on a nearby chair and putting on airs. “Interested?”
“What kind of job?”
“An easy one.”

He pulls out a plastic card from his sleeve and slides it toward you. The card is old and worn out, the letters faded a long time ago, but you don’t need to read what it says to know what it is.

Ainsi, le jeu commencera dans le "Pit", banlieue sans loi ou les résidents sont libres (think Deadwood).On pourra commencer a explorer le "Ship" pour éventuellement tracer sa route vers les 3 Cités (le pont résidentiel étant composé de 3 zones) et explorer différentes sociétés créées à la suite d'une Mutinerie.On aura donc des zones comme des "mutant zones", des labo agricoles, des zones ou la coque a subit une ou plusieurs brêche, les traditionnels ponts pour le lancement de navettes, tunnels en maintenance etc etc.

Commencer en tant que "homme libre" apportera l'avanage de pouvoir explorer librement (sans être affilié à une communauté en particulier) et découvrir les us et coutumes de chacunes d'elles, sans entrer dans le schéma classique du héros amnésique...

dit: Mazin bosse déjà dessus, quelques concept art sur quelques armes à feu.

et ce ne sont que quelques une parmi d'autres...

réponse à la question sur l'importance de cette mutinerie en question:
The in-game events will take place a few hundred years after the mutiny, so yes, there will be a bit of discovery but the past events won't be a mystery like in AoD. More like the US civil war. Everyone knows what happened, some people have nostalgia (:the south shall rise again:), but ultimately it doesn't matter because the north had won.

Message édité pour la dernière fois le : 30/11/2015 à 00:23

Garde royal
Un type de munition pour toutes les armes qui fonctionnent grâce à de très rares cellules d'énergie (vive l'exploration ). Tir à un coup.

Hardcore vous avez dit hardcore ? , comme c'est hardcore.
C'est au pied du troll qu'on voit mieux le troll.
Yay le synopsis pitch m'attire bien plus que celui d'Aod.
(Me fais marrer la seconde arme du niveau 1, un tube stout, la simplicité)
Garde royal
De toute façon il ne faut pas s'attendre à une débauche d'effets visuels, c'est pas le style de la maison.
C'est au pied du troll qu'on voit mieux le troll.
Ho ça ne me dérange pas ça, au contraire le coté "cheap" me plait bien, les univers rétro SF c'est ce qui me botte le plus. D'ailleurs ça me fait penser à une série de bouquin d'Orson Scott Card sur le même sujet, des vaisseaux colonies qu'on envoient dans l'espace en urgence (bah ouais la terre vas implosée); 200 ans après, c'est l'anarchie sur le vaisseau et c'est même pas sure de trouver une autre planète viable.
Garde royal
Causes, conséquences...source d'inspiration inépuisable. Pour en avoir discuté avec Vince, Generation Ship c'est LE projet d'Iron Tower. AoD, et ce n'est pas un reproche, leur a servi de tremplin pour le mener à bien.
C'est au pied du troll qu'on voit mieux le troll.

Message édité pour la dernière fois le : 30/11/2015 à 14:30

Grand gobelin
Sortons les tambours, et faisons trembler la terre et les cieux même, car aujourd'hui est officiellement lancer la campagne de developpement pour ce Generation Ship

Development Progress # 1, January 2016 Update

To promote design transparency and keep everyone amused for the next {insert a number you're comfortable with} years, we'll post monthly updates showing our design process from day one and how it evolves over time.

La première pierre à poser est donc le setting, on en avait déjà eu la ligne directrice

The Setting

Before we start looking at quests and characters, we have to define the setting, both the relevant past that defines the present and the present where the game takes place. Any Colony Ship setting starts with 3 key questions:

Who launched the ship?
What was the social system/order?
What caused that system’s collapse?

Answer these questions and you’ll have a detailed and logical setting. Here’s our take on it:

The Founding Fathers:

Who’d launch and most importantly pay for an undertaking that costs so much yet delivers so little? Even if Earth were overpopulated, launching a ship to Alpha Centauri – a flight that would take hundreds of years if you’re lucky enough to have mystical elven Engines of Speed X10 (thousands of years if you don’t) – solves zero problems and thus gets zero cash.

Thus, it would have to be a private enterprise with a pinch of religious zealotry. Would a neo-Christian American foundation pay to establish a 100% Christian God-fearing colony on Alpha Centauri in the distant future? They conquered the New World once and by God’s grace they can do it again - even if it takes a thousand years to get there! Yee-Haw, gentlemen!

The First Generation:

The first generations are zealots who believe in the Mission. No sacrifice is too great, no suffering is too unbearable. They will never see Earth again; they will never see Alpha Centauri either. Their children, grandchildren, and so on are doomed to live and die on the ship in the name of the Mission. They will never see the sunlight, never swim in a sea, never sit under a tree, all because they had the misfortune of being born on the ship, chained to a fate they didn’t choose or want.

The Social Order:

Clearly, a flight that lasts hundreds of years must be carefully managed. Strict order would have to be maintained at all costs. Individual rights and freedoms would have to be temporarily suspended, all in the name of the Mission.

So the first generations would be ready to sacrifice everything for the dream. Their zeal would cement the totalitarianism and the loss of freedom that comes with it. For the greater good!

The goal is to deliver ready to go colonists, skilled in the trades the future colony would require in nearly exact proportions: farmers, metalworkers, chemists, doctors, administrators, armed forces to protect the colonists against all dangers undoubtedly lurking everywhere, etc.

So you can't just leave it to chance and hope for the best. You have to keep and maintain the knowledge within a certain group. You have to restrict freedom of choice for the greater good of the colony. This faith will weaken with every generation, but the change won't be as noticeable until you reach the boiling point where suddenly, seemingly out of the blue, everyone is unhappy.

Population would have to be controlled as well, so a two-child policy would be established. A child born into a “farmer” family would be taught the farming trade (aeroponics and simulations), forced to start a family of his/her own, get the mandatory two children, shove the much hated and useless knowledge of farming down their throats. Rinse and repeat for hundreds of years.

The second generation would still be under their parents’ spell, but the fourth or fifth generation wouldn’t give much of a fuck about the Mission or Christ the Savior, which brings us to the second act: the mutiny.

The Inevitable Mutiny
leading to new societies emerging. In any collapse, there is a movement that wants to go back to the good ol' ways (the South shall rise again!), a radically different movement (freedom for everyone!), and a religious movement (what would Jesus do, hmm?):

Totalitarian traditionalism - what was good for our fathers is good enough for us; we must maintain the Laws of the Ship. The traditionalists believe that the old laws were necessary and that they were the only way to keep chaos at bay. Open-minded people would recognize the wrongs but see them as necessary and lesser evil.
Fuck totalitarianism, give power to the people, embrace democracy!
Democracy? We are on the ship because White Christ wills it so we must accept it and honor He Who Was Reborn as we shall be reborn when the ship reaches the destination.
Can't we all just be left the fuck alone? Life's hard enough without your bullshit getting in the way. :deadwood:

So the idea is to explore how this giant ant-farm is affecting people, how societies and ideas governing them evolve over time (something we didn't do in AoD), etc.

We want each faction have a range of characters and beliefs, from extremism to liberalism, and I want the player to be able to push your faction toward a preferred end of the spectrum. Democracy, for example, can evolve either into a cheap popularity contest (Idiocracy) or earning the right to vote (Starship Troopers), all the way to ‘only the wise and infallible Senators can vote’.

Voila donc pour le décor global.Au tour du Design général de faire sa présentation

The Overall Design

As mentioned previously, we want the CSG to feel and play differently from AoD. The core design (turn-based, choices & consequences, non-linear, text-heavy) would remain the same, of course.

So the new design elements are:

- Party-based. It’s a fundamental change that affects every design aspect, most notably content “gating”. If you have 3-4 party members, most likely you’ll have all skills covered.

- Feats. Feats require character levels (another departure from the AoD design) and will replace (and greatly expand) skills’ passive abilities. Our aim is to offer greater customization of your character’s abilities and builds’ support. So far we have the following categories: General (feats like True Grit or Critical Thinker), Specialist (Pistolero, Fast Draw, Paint It Red, etc), On Kill (Bloodlust, Second Wind), Target (anything related to the target: type, number, awareness, etc - Crowd Control, Duelist, Bounty Hunter, etc), Party-related (Warband, Magnificent Five), Combat (Adrenaline Rush, Headhunter), etc. No filler +1 to skill or +5 damage feats but meaningful feats that fit and strengthen your particular gameplay style.
- Focus on ranged combat. While melee builds will be viable, most enemies will use guns. We’ll discuss it in great details later.
- Focus on exploration rather than working your way up in a faction. While factions will get a lot of attention (see above) and play a large role, you won’t join a faction but will remain an outsider, free to work for and deal with all factions, which fits the setting better as these factions aren’t guilds but different hubs. However, many quests would have conflicting interests and reputation would play a stronger and more immediate role than it did in AoD, so you won’t be able to please everyone for long.
- Multiple-piece armor. AoD had a very basic “body armor + helmet” setup. With the CSG, we want to go a bit further: helmet, chest, right arm, left arm, legs. We’re thinking of cumulative DR against general attacks and individual piece’s DR against aimed attacks. We’ll test this system in the dungeon crawler to build up some experience in this area and see how it works.

Un design quelque peu différent de celui d'AoD donc, par son système de niveau qui effecera le système de compétence passive (bye bye les skillscheck), du party based (le dungeon crawler leur permettra de tracer une feuille de route), plus d'exploration, et surtout, moins de combat au corps à corps, parce que l'ère des lames est révolue, le temps des flingues est arrivé...On notera aussi un équipement plus détaillé, la ou AoD se contente d'une seule pièce d'armure (et de casque et boucliers), Generation Ship proposera plus de choix en matière d'armures : les bras, les jambes, le torse seront donc considérer chacun de leur coté.

Place maintenant au character mechanics

The Character System

Expect the same 6 stats (Str, Dex, Con, Int, Per, Cha). So far the main changes are Cha determining the number and type of party members and Int determining the number of tagged skills (faster progression) instead of a SP bonus, which is a more elegant solution. A smarter person can excel at and master more skills than a person of average intelligence.

So far we're planning to go with 18 skills, grouped in sets of three:


- Fist
- Bladed
- Blunt


- Pistol
- Shotgun

Energy Weapons

- Pistol
- Rifle
- Cannon


- Medical
- Mechanical
- Computer


- Persuasion
- Streetwise
- Trading


- Lockpick
- Pickpocket
- Sneak

Ca donnera donc 18 skills répartis sur 6 familles

et pour résumer ce qui a déjà été évoqué, voila un peu l'histoire et le type d'armes que le joueur pourra manipuler

All firearms are ship-made; most are crude, angular weapons. It’s a 'rediscovered' tech (we all know what flintlock weapons are but we don’t make them, so if we have to start making them again, we’ll have to rediscover the tech we’re vaguely familiar with).

They have relatively low accuracy but most firearms tend to be multi-shot weapons (either more barrels or revolving cylinders or burst). They are made by various smiths for the militia and 'adventurers', so they vary in form and style.

- Pistols use powerful 0.45 ammo but most are single-shot guns. More advanced models add more barrels or revolving action.
- SMG use cheap 9mm and have burst mode.
- Shotguns use cartridges and have the widest spread.

We can consider ammo variations within each class but it’s not necessary as 3 different types are more than enough.

Energy weapons are Earth-made. Since they have no recoil, large stock isn’t necessary, so whereas the firearms and crude and angular, the energy weapons are elegant and curved (think flintlocks). They are single shot weapons that are extremely accurate but slow to fire. They use energy cells (one ammo type for all weapons) that are very rare. Some places sell re-charged cells but they are less effective.

- Pistols
- Rifles have the longest range and best accuracy; the sniper’s weapon
- Cannons (weapons that were mounted on mechs); consume an entire cell when fired.

avec en prime, les 1er concept armes

Enfin, dans les prochains journaux de dev, Vince 'n co nous parleront des 4 factions qui composent le Generation Ship, et des 16 endroits du vaisseau

Grand gobelin
Development Progress Update #2, February 2016

aka party system design & mechanics

En partant du constat que dans la plupart des RPGs de groupe, les compagnons, en dehors de leur rôles d'assistant lors des combats, ont une fonction plus que passive, en particulier lors des phases de dialogues, mais aussi dans la ligne directrice choix-conséquences, ITs souhaite une approche plus profonde, plus autonome dans l'attribution des rôles de nos compagnons, en leur donnant plus d'autonomie et de personnalité, plus de présence et de "volonté".

Design Goals

Typically, RPG party members serve a purely tactical role, giving your more bodies to control in combat and access to different combat abilities. In a sense, you’re role-playing an entire squad as outside of combat there is very little (if any) difference between the character you created and the characters you’ve recruited or created next.

It works great in RPGs that are mostly about combat, but calls for a different approach when it comes to non-combat gameplay. The main problem is that party members offer nothing but combat benefits (occasionally, freaky sex to relieve combat stress and party banter), giving you very few reasons to treat party members any differently than the main character.

In short, the problem is that in most RPGs party members are mindless zombies lacking any free will, agenda, goals, etc – the very qualities that separate an actual “character” from a zombie. Thus, our main design goal is to create proper characters that have a will of their own, as well as agendas, beliefs, goals, and other infuriating qualities.

No, it doesn’t mean the “gotcha!” design. It means that if you want to play a character that does things a certain way, you either run with a posse that has a very similar outlook on life (which doesn't always guarantee smooth sailing) or do your best to avoid pissing them off. Needless to say, if you’re a treacherous scum, don’t be surprised if your men take the lessons you teach them to heart. In other words, all unpleasantries caused by your party members should be the direct result of your own actions, aka dynamic reaction based on your choices in quests, conversations, reputation, and such.

To give you a very simple example, if you decide to double-cross a religious faction, don’t be surprised if a religious party member won’t stand for it. He might leave you, he might turn on you, he might join your enemies in a fight, etc. His exact decision won’t be random but will depend on a number of different factors.

Furthermore, don’t expect the party members to follow you anywhere for free, which might create tensions and personal dilemmas

Last but not the least, party members aren’t immortal heroes. It will be possible and even easy to lose them if you insist on getting into every fight (think of saving Vardanis in AoD). You should even be able to lose an entire crew and come back alone, Flint-style, with all the proper consequences (fewer people would want to follow a suicidal maniac). Much like in AoD, not every fight will be winnable by ANY party at ANY point.

Se basant donc sur une approche bien plus travaillé de l'aspect RPG de groupe, nos dev internationaux fixent donc quelques règles pour parvenir à ce but


- Your Charisma determines how many people can follow you. So far the formula is: 1 follower at CHA4, 2 at 5, 3 at 7, 4 at 9.
- XP will be divided by the number of people in the party, so a smaller party will level up faster.
- Large pool of potential recruits, including mutants and a droid. The droid won’t require XP (more for you) and will be upgraded rather than leveled up (think Lore/Crafting plus parts you’ll need to scavenge).
- All party members will have unique feats the PC won’t have access to. They will have good stats and skills and will be created with the same love and affection you create your own character.
- In AoD the content was determined by your stats, questlines, and skills. In CSG party members will often have valuable in-game knowledge that would unlock certain places and extra quest solutions. Basically, 50% of gating will be outsourced to the party members.
- Your party members will be able to participate in conversations but you won’t control their lines. Think of letting Virgil to handle the conversation with the assassin near the crash site in Arcanum. Basically, you select a line for your PC to say or “let party member X handle it for you” (and hope for the best).
- You won’t be able to take equipped items from the party members, but you’ll be able to offer them proper replacements (i.e. no ‘disarm and dump’). Other than that you’ll have full control of party members in combat (if they object to your leadership, they will do it before combat starts) and when leveling up.
- Unlike the player’s character, the party members will have a complex personality & beliefs system that would determine their reaction. Most likely these stats will remain hidden from the player and you’d have to figure out what you’re dealing with by talking to them and observing how they act/react.
- Instead of going for AWSUM!!! characters with troubled past, we're going for a low-key gang of colorful characters

Bref, un système proche mais plus complexe que pour un Storm of Zehir ou un Arcanum, ou nos compagnons peuvent intervenir dans un dialogue, des mécaniques qui rappellent aussi celle des BG ou nos partenaires pourront se barrer si on ne leur convient pas.Et surtout pas un rôle de sac à dos supplémentaire.Leur skills sociaux (voir sill Speech plus haut) seront "secret", il faudra donc apprendre à les connaitre via leur trait de personnalité et leur interactions en jeu.Bref, faudra faire gaffe à ceux qui nous accompagne, non seulement pour espérer les garder en vie, mais aussi pour qu'ils reste dans le groupe dans l'espoir de débloquer des quêtes, des zones à explorer etc etc.

Quelques citations pour approfondir la vision d'ITS:
The way I see it, all attempts to breathe some life into party members always fell short because the party is one of the main RPG conventions, a toy that must never ever be taken away from the player. The party members can say what they want when you talk to then, they can even participate in conversations with other NPCs, but when you're "questing", you lead and they follow without question, ready to back you up no matter what. You make all decisions, they stay silent and indifferent. Even if they say something like "did we really have to burn down that orphanage?", you say something and they happily move on. On rare occasions a party member can leave the party, but it never really affects you as you just tell another tool to take his place. That's what we want to change.

nobody lets party members die but in 99.9% of RPGs that's a manageable situation. They died because you fucked up during a fight, so you reload and try harder. We've all done that. If your party member asks why you burned that orphanage and you say "fuck the orphans!" and he/she leaves, then you reload and say "you know what, you're right" and you and the party member in question are best buds again.

I'm talking about combining what we did in AoD (tons of choices at every step) with the party members having opinions and agendas that interfere with your ability to do as you please. In other words, the consequences will be instant and reloading to avoid the negative outcome will force you to make a different non-cosmetic choice (that might have lasting consequences).

if your companion feels strongly about something, be it religious beliefs or local politics, you will be able to discuss it with them.

A la question quand il s'agit de savoir si nos compagnons utiliseront de manière autonome leur propres skills:
They should (which should apply not only to dialogues but to other non-combat areas such as lockpicking, fixing something, etc). Scripting it is easy, writing it might take a while.

Pourquoi ITS ne veut pas d'un system "full create party":
When you create your own party, you create permanent characters (i.e. you aren't planning to lose them or trade them up). They are meant to be devoted slaves, not characters blessed with free will. The purpose of the personality system is to create tensions and problems when the PC does something that rubs the party members the wrong way (i.e. when the PC makes decisions he should think about how his decisions would affect his party members). Thus, if we were to let you make your own team and assign personality points yourself, most likely you'd simply create characters who'd cause least amount of trouble.

considering that the party members will handle some "gating" for you, losing a party member means losing some content down the road.

Et en parlant des traits de personnalité, voila une esquisse de son mode de fonctionnement, bien qu'il puisse changer au cours du dev.A noter que ces informations concernant tous les compagnons recrutable ne seront pas révélées au joueur, le but de ce système étant d'aider les "scripting"

Right now (as in subject to change without notice) we're planning to go with 10 traits (values ranging from -5 to +5) strictly for the purpose of reacting to different situations and the PC's choices.

Religion (-5 means raging atheist, +5 means true believer)
Politics (-5 filthy liberal, +5 glorious conservative)
Loyalty (-5 treacherous scum, +5 loyal to a fault)
Volatile (-5 comatose, +5 always ready to fly off the handle)
Connving (-5 honest abe, +5 Miltiades)
Opportunist (-5 a man of principles, +5 what are principles?)
Idealism (-5 cynic, +5 starry-eyed idealist)
Greed (-5 above money, +5 can quote Gordon Gekko)
Altruism (-5 selfish bastard, +5 For the Greater Good!)
Agreeable (-5 doesn't play well with others, +5 gets along with Hitler)

It's an internal system that won't be shown to the player (not to mention work in progress, which explains the lack of a proper naming convention). Its purpose is to make scripting easier, not tell the player what kind of animal he's dealing with. So when I'm checking Greed, I know that higher value is worse, whereas it's the other way around with Loyalty. Not very universal but easy to remember, at least for me.

A character would have 3-4 key traits. The numbers make the scripting easier and we can check the sum of 2-3 traits where applicable. In general though, there should be a difference between a somewhat religious character and an extremely religious one. Same goes for politics - moderate vs zealots, etc.

Pinaise, ça m'émoustille tout ça moi.Pourvu que ça marche comme ils le souhaitent
Garde royal
Il a de bons relents de Sandbox ce jeu...
C'est au pied du troll qu'on voit mieux le troll.
Grand gobelin
Il a de bons relents de Sandbox ce jeu...

La ou je salive d'avance, c'est de voir un droide mener des discussions, débloquer certaines situations, voir même qu'il soit en désaccord avec mes actions.
La ce serait classe de chez classe
Garde royal
Quand on voit la diversité des skills, même si la liste est évolutive, c'est déjà très prometteur.
Ca me fait penser au film Divergente avec leurs cinq factions : Audacieux, Érudits, Altruistes, Sincères, Fraternels.
C'est au pied du troll qu'on voit mieux le troll.
Grand gobelin
C'est vrai, de toute façon, le jeu aura également ses propres factions : militaires, religieux, scientifique.

Sinon, comme avec AoD, il y aurait une free démo puis un early access des qu'ils auront atteint les 50% du dev
Grand gobelin
Il n'y aura pas de précommande tant qu'une free demo n'est pas sortie.

We won't take a dime from anyone until a playable demo is released and people can see for themselves what the game is like. It's the right way to 'do business'.
Still, when you experiment and try new things, there is always a chance that the game will rub some people the wrong way and/or won't be what they expected. Naturally, I hope that everyone who liked AoD will love the CSG, but I can't guarantee it, which is why I'd rather release a demo first, then ask for money. This way everyone who pre-orders it will know exactly what they are getting.

Bon après, si c'est pour une question de support, rien n'empêche l'achat d'exemplaire supplémentaire d'un certain AoD...

Toujours est il que je m'incline devant l' art of righteousness de Mr Vince D. Weller