moose o death wrote:i commend the effort, but think it's misguided, just pool your talents linked by a common interest and make THAT game. in the end you'll make a game you no longer want to play and have crippled the project to being an unfinished open source game.
Make what game? If this random group of erf fans decided to make a different game I'm not convinced we'd even agree on a setting and a genre.
the only way i would get behind a game based on erfworld is if rob and jamie were directly involved. currently your "game" design changes twice a week to cover new rules uncovered by updates. to paraphrase V from oots, sometimes the rules end up servicing the story like a cheap hooker.
Well, we could wait a couple years for them to decide they're done with erf stories, and then see if a) they're interested in working on a game (for no money) and b) there's still interest in playing such a game with the erf books all done and published, and c) enough interested people to make that game (for no money)
Right now we have people interested in working on a game, and sitting around not working on it just wastes potential man-hours of work on the game. It has Rob and Jamie's encouragement, if not direct involvement, people want the game to get worked on. At any rate, what do we care whether you are "behind" us or not?
As far as the rules being updated every week or so - that's happening now, but it's been made clear that a much more complete knowledge of the rules would be coming in book 2. And the construction of this game will probably go slowly enough that an update every week won't make a big difference. We'll just start with what we know and add or update as we go along. Same as the development of any game, just the new wrinkles will be coming from a different source.
Worst case scenario? No work gets done. No loss. Next worst case scenario? We make a heaping pile of mixed-up garbage that doesn't work. But the individual coders learn from the experience, and we maybe learn a few things for the next attempt at an Erfworld game (or other game). Best case scenario? We create a workable game or proto-game/demo that is fun and/or can be used as a starting point for a 'proper' Erfworld game.
and given erfworld is now heading towards a storyline of parson saying screw the rules , i think you'll be pushing it to maintain this "erfworld" rule set.
How do you mean? That we won't get enough info because Parson can break the rules? If anything it will give us a more complete idea as the erf denizens will all comment on how he "can't" do that. If you mean how to put Parson mechanics into the game, we don't. Parson makes the story interesting because he is out of place and unique. But that's not what you want in a TBS game. Except maybe for a super-enemy.
imagine how different the world would be right now if blizzard had said "why would we make our warcraft MMO an RPG? warcraft is an RTS, so that's what our MMO will be"
Eh, it would probably be better. WOW is a blight on mankind. At any rate, your example doesn't work. The whole point of Erfworld is that it's a turn-based, hex-grid world. The point of Warcraft was orcs and humans fighting. If Blizzard made an Orc vs Human golf game, or a Swamp Things vs Golems RTS or an RPG that didn't feature the races and story of Warcraft, but listed it under the Warcraft name, people would go crazy. They might actually be fun games, but they're not Warcraft. They could make the switch from RTS to RPG because there's nothing in the Warcraft mythos (such as it is) that demands RTS play.
Now sure, you could take Erfworld characters and put them in Flash games (Help Bogroll make a strawberry cake! Taste a Key Lime Pie!) and they would be fun, and in a sense those would be okay within the framework of Erfworld because they would take place on a single turn inside a single hex. But an RTS based on Erfworld (or an RPG, really) doesn't work because it demands the destruction of huge pillars of the Erfworld world & story.
Now, in contrast, Blood Bowl is a turn-based fantasy football (board) game with like 20-25 years of history and updates & etc. But you can make a real-time football (video) game out of it (a la Madden or w/e) because its turn-based style, entrenched as it is, is simply a mechanic to make the real-time football conflict work as a game. The players in the fictional universe of the game don't stand by and wait for their turn, it's a non-stop brawl for the ball. And you can represent that conflict with a board game, a real-time team based sports game, a card game, or w/e. Because the story doesn't change, just the mechanics.
But the story of Erfworld IS mechanics. What makes it interesting is that the denizens of this world are bound by restrictive, even stupid rules. Not only would an RTS Erfworld fly in the face of the story, it would be hard to implement. I mean, you could just take Warcraft 2 and throw some Erfworld skins on it, but as a fan, nothing is more enfuriating than seeing a beloved property slapped onto an ill-fitting game.
I mean, if you want to make an awesome RTS, why not come up with your own story and make THAT game?
thinking outside the box is what makes people famous/wealthy/popular/whatever you motivation is. sure it's not a surefire tactic. but you guys have nothing to lose.
Famous, wealthy, and popular I'm sure are out. I'd guess our motivations are mostly
to make the game Erfworld is "based" on because
we want to play the game Erfworld is based on. Note that this is very different from wanting to make/play a game based off of Erfworld or one with the Erfworld brand slapped on it.