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Creating non-stereotypical game worlds
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<blockquote data-quote="CaptainGemini" data-source="post: 6734490" data-attributes="member: 6801122"><p>I don't bother with trying to be nonstereotypical. There's a stereotype for everything, and the only way I could make something nonstereotypical is to make it completely unlike anything humanity has ever conceived of before... which, ultimately, makes a game that is incredibly difficult for players to get into.</p><p></p><p>Instead, I try to make it interesting. Elves who live for eternity in the woods, are nigh-immortal magical powerhouses, and which can hear an atom split? <strong><em>Boring!</em></strong> Elves who are blood-thirty, slightly-zenophobic technology masters who love warfare and bloodshed and very much focus on function over form... Players tend to sit up and take notice.</p><p></p><p>One of the fun things is to give a culture no written language, but instead rely on alternate ways of passing information along. Imagine how players react when they find out those strands of colored beads they see all over the place are actually sign posts that convey quite detailed information.</p><p></p><p>What's even better is when a player argues that a minor detail I've included in a civilization couldn't have evolved with that civilization... and I say they're right and that the custom originated elsewhere. It plays up that there is a larger world and that these civilizations do interact and influence each other.</p></blockquote><p></p>
[QUOTE="CaptainGemini, post: 6734490, member: 6801122"] I don't bother with trying to be nonstereotypical. There's a stereotype for everything, and the only way I could make something nonstereotypical is to make it completely unlike anything humanity has ever conceived of before... which, ultimately, makes a game that is incredibly difficult for players to get into. Instead, I try to make it interesting. Elves who live for eternity in the woods, are nigh-immortal magical powerhouses, and which can hear an atom split? [b][i]Boring![/i][/b] Elves who are blood-thirty, slightly-zenophobic technology masters who love warfare and bloodshed and very much focus on function over form... Players tend to sit up and take notice. One of the fun things is to give a culture no written language, but instead rely on alternate ways of passing information along. Imagine how players react when they find out those strands of colored beads they see all over the place are actually sign posts that convey quite detailed information. What's even better is when a player argues that a minor detail I've included in a civilization couldn't have evolved with that civilization... and I say they're right and that the custom originated elsewhere. It plays up that there is a larger world and that these civilizations do interact and influence each other. [/QUOTE]
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