"Elements of Good Fantasy"
Hi Folks
snowed in today so thought I would post something here.
Of course this is just my opinion, but to me the following list elements are a critical part of most fantasy literature. And to the degree that its possible to do, the more these traits can be applied to a fantasy game, the more likely it will success as a fantasy game. What I am trying to say is that most fantasy stories have certain identifiable qualities to them. Agree or dissagree or add to this list. Could be an interesting discussionl.
1. "There is always hope"......A lot of fantasies pit the hero against impossible odds. This concepts seems to irritate a lot of people who play of a strategy game (judging by the number of times I have seen the "spearman vs the tank" debate. Folks playing a straight strategy game may rightly feel that a spearman has absolutly no chance against a tank. But fantasy tales are filled with stories like to lone archer who was able to take down a nearly invincible dragon with one arrow by hitting the one spot where a scale is missing. It does not (nor should not) happen very often, but I think in a fantasy setting there most always be at least a slim chance that the underdog will prevail. This is the stuff that fantasy and ledgends are made of.
2. "Sense of wonder"...a good fantasy always has always has things operating in the world that is just a bit beyond your complete understand. This can translate into a magic system or a world that is seemingly more alive or aware than ours. In the best fantasy these systems are surprising yet understandable. For instance: Once you know that the Goddess of Love's favorite flower was the rose, it sort of makes sense (at some level) that the rose could be used to make a love potion.
3. "internal consistancy"-the best fantasy has a world with rules that may be slightly different than ours but are still internally consistant. I hate it when reading or playing a game with elves and dwarves in a tolkien -like setting a space ship suddenly lands on the battlefield!
4. "Sense of discovery"- often the best of fantasy is a journey through a strange or new land. You are moving through this new world and discovering forgotten temples, lost civilizations, or hidden vallys containing monsters of ledgends. In terms of game play, this means that there needs to be enough variation in the options that you will never never quite be sure what you will find on the other side of the mountains. For a lot of folks- this "world exploration" phase of the game is their favorite part. But it is not enough to just continually find new things, what you discover has to significantly effect gameplay. It can't just be "Oh, we have now run into a new race -the purple elves" instead of the red, or blue, or green elves that we have already run into". It should be more like "we have found a new race we have not heard of before, I hope they are friendly. what can they teach us? What powers or treasures or knowledge do they hold? It sounds like Brad is really taking this seriously by allowing for a "spore-like" exchange of content and channeler with lots of options to customize. Any additional options in the game that will allow of the slight alteration of gameplay (as long as it is internally consistant" should increase this feeling.
5. "Good vs Evil"-Its hard to escape the fact that most fantasy revolves around good vs evil. I think that any way that good and evil can be made to be unique options rather than just symmetric opposites will make for better game play. To this end, good and evil should play very differently. Things like having a paladin (good) and anti-paladin (evil) dont really give these options a different feel -one is dressed in white and one in black basically. The reason the "good vs evil conflict" exists in most fantasy is for the emotional hook. Most of the time we want to care about the good side (or perversly the evil side). Therefore options available for "good" should reflect what it is to be good (nature? life? freedom? light? happyness? truth?) while evil options should reflect its darker nature (death? darkness? loss of will? deception?). I think this will add to the games "emotional hook".
6. "powers" -In the world of fantasy there are normally beings of immense power (compared to mortal man) that are able to have a great impact on the world. In this game it sould like these will be the channlers but it also sounds like there will be other mega-monsters as well. I think that this is in keeping with a lot of fantasy and am excited to see this concept in the game. These are figures to be avoided or carefully approached. They have their own agenda which may not be completely understood. You might have an agreement with this for awhile but you should never completely trust them.
-any thoughts about this and how these things may or may not be part of this game?