I haven’t posted for over a month. Whatever. I’m in a play and I hadn’t hammered out some stuff.
So I have some backstory, some story story, and some theory. In that order.
The world this game takes place on is in the middle of what is effectively a stack of worlds. Below it, on a different plane, lies the ubiquitous shadow-counterpart like an infinite ocean of ink. Above it is something, but nobody knows what it is. The priests have their theories, but nobody can agree, and its denizens, if they exist are either incapable of interacting with the world below or uninterested in them.
However, the beings of the sub-world are entirely interested. Daemonologists of the great cities who delve too deeply into their work, who stare into their grimoires for too long or draw their magic circles too well, are entirely aware of this. Often their minds are completely destroyed by the horrors of the dark mirror-world below them, and sometimes they disappear totally except for persistent crunching noises which seem to linger in their chambers.
The good thing is that, without intervention, the dark things from the lower plane are completely incapable of interacting with humanity. They are not sentient, and further, they are rarely even corporeal. The lower plane is a realm of abstracts, where things like malice, greed and cruelty can exist in their most truest forms. It is only when summoned into this world that they must wrap themselves in disguises. Usually they implant themselves in the bodies of humans; some say this pervasion is where all evil in the world comes from, although it is far more likely that only exceptionally evil people carry these seeds in them.
However, when summoned in large enough quantities, these literal varieties of evil coalesce into physical forms determined by their “ingredients,” as it were. They form horrifying monstrosities almost too evil for people to look at; these creatures are known as demons. The science of summoning demons is the study of figuring out which quantities of what varieties of evil to draw up from the pit.
The demons are incapable of accessing this world themselves. Or at least, that’s what everyone has though since forever. Now, however, the two planes may be beginning to intersect, and the borders may be weakening. The lower plane is beginning to soak through the world like ink through a very thin piece of paper, and demons are starting to show themselves. More terrifyingly, they are not just slavering beasts, but intelligent, thinking creatures.
This is where the story part comes in. The hero, Alarim, lives in a small mining town, buried back in the mountains north of a major city-state. One morning, his father goes into the mine at the back of the village and does not come out. In fact, none of the village’s men do, except for one, who limps out at dusk, murmurs something about a cave-in, and collapses. Alarim goes into the mine to help out, accompanied by Imere, the daughter of a mining caravan owner.
What they find isn’t a cave-in; it’s a seal. What appears to be a wall of rough black obsidian has sealed off the mine. Neither of the two children have any idea how the man who escaped was able to. The two hunt around for a while, until they find something glimmering in the dust of the floor. It’s a key of some sort; when they touch it to the wall, a door-shaped section shimmers and disappears, leaving them to enter the mine.
The inside of the mine is entirely changed. Viscous black liquid runs down the wall, slowly coalescing into the same black obsidian that was blocking the door, and the whole place is populated by demons. Alarim ad Imere fight their way through until they discover the village’s men, cocooned to the wall in slowly-growing black crystal. They are guarded by some kind of ranking demon, whom they kill after a violent battle. With his dying breath, the demon cackles about how killing him means nothing: the mine is only a small operation in a greater, worldwide campaign. Soon, the whole world will have been soaked through with evil.
Alarim and Imere rescue the men and leave the mine, but the demon’s words remain on their minds. So, the next night, they leave town together and set out to at least warn the world against the threat. If nobody listens, they will have to save it themselves.
So here’s the theory:
Dungeons. I’ve decided this RPG is going to definitely be game, and it’s going to center on dungeons. A surprising amount of RPGs don’t do this; as far as I can see, Chrono Trigger and a lot of Final Fantasy center the game heavily around plot and combat. There are a lot of dungeons in them as well, but for the most part these dungeons are pretty small and only really difficult because they have a lot of monsters and a lot of decoy doors to lure you down the wrong path. Earthbound’s dungeons are a little better, because there are a lot of rewards for decoy paths and there’s usually at least one dungeon per town, but they still don’t have much in the way of puzzles.
Compares this with Golden Sun, which contains dozens of enormous, labyrinthine dungeons filled to the brim with insane, devilish puzzles. Anemos Sanctum has the mirror blocks, the Gabomba Statue has gear-switching mechanics, and Mercury Lighthouse has the water-pipe puzzles. And that’s not even mentioning Air’s Rock, all of which is one giant interlocking series of wind-current puzzles. Dungeons with lots of puzzles are just more fun to play through, in my opinion. I mean, look at Zelda. Puzzles are just the parts of dungeons you remember. I don’t remember anything from the Unown caves in Pokemon, but I sure as hell remember those ice-block puzzles right before Mahogany Town.
As a sidenote, I fucking hate those ice-block puzzles, and I am no better at them now than when I was eight. But that’s beside the point.
So I’ve decided that every important town is going to have a dungeon associated with it. And it’s going to be a big dungeon filled with traps, monsters and crazy puzzles. Also, there are going to a few giant dungeons that apply to multiply towns scattered throughout the game. And there are going to be optional dungeons to get extra super-powerful summons. Dungeons everywhere.
Also, I have character names now.
- Hero Guy – Alarim
- Quiet Girl – Imere
- Cleric Guy – Alistair
- Arson Girl – Enata
- Barbarian Guy – Khavir
- Monk Guy – Vinan
- Lancer Guy – Cathan
- Rider Guy – Sufiri
- Pilot Girl – Avi
- Tank Guy – Baldwin
- Priest Guy – Eusoph
- Summoner Girl – Ricca
