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#11
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| In article <not_an_address-03E37B.20124509122004@netnews.comcast.net>, not_an_address@no_domain.com says... > II realize that embarking on a project like this is a huge undertaking, > but I figure it can't hurt to put the idea out there. No doubt Niven and > Pournelle would expect some sort of royalties for the use of their > concepts, but I don't imagine the fees would be unreasonable. Feel free > to contact me with any questions/comments. Thanks for your time. I think the general concept of a civilisation suffering from such by- the-numbers genetic determinism lends itself to a computer strategy game - it's hard to see great benefits in cloning Niven and Pournelle's unlikely species and paying them a licence fee. In truth a lot of games like this DO exist - constructing units with different useful powers, and expanding to control the map. Civilisation is a good example. I don't really see anything very different in the 'Motie' concept, not as a single-player game anyway. - Gerry Quinn |
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#12
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| "Whit Gurley" <not_an_address@no_domain.com> wrote in message news:not_an_address-03E37B.20124509122004@netnews.comcast.net... > DISCLAIMERS: My apologies for the heavy cross-post and semi-appropriate > email addresses. There don't seem to be many groups that I have access > to that are devoted entirely to game development, so I posted to those > that seemed at least partially related to this topic, and some of the > game companies included don't list email links that would be appropriate > for this. Note that this is not a solicitation - this proposal would > include no profit for myself other than the chance to play the game. I > just want to see it developed. > > I will also point out that, blanket-post notwithstanding, I am an > experienced Usenet user (from way back in Gopher days), and while I will > be more than happy to answer questions regarding this proposal and/or > elaborate on the ideas therein, I will not respond to petty, off-topic > attacks on my methods, delivery, ideas, etc. > well, I am not sure one can go without that. yeah, I trimmed down the groups for my response a bit. I am just mostly reminded of a misc thought recently on how to alter the delivery of storyline, items/skills, quests, ... for an rpg style game. I will just be really abstract here (I don't have the original from when I last brought it up and don't feel like typing that much): there is no monolithic storyline; quests are used to drive the story; items and skills are aquired almost exclusively from quests, vs. more traditional approaches of leveling; instead, what story there is is a mass of quests which can potentially invoke bringing up other quests or causing others to not show up; if there are enough quests and enough possible endings, then the game can proceed in numerous different directions depending on the player. the reason for binding things like leveling/abilities/... to the quest system is it makes it easier to predict what abilities one has and the approximate worldstate from the previously acomplished quests. however, I doubt this contains anything new per-se, but in typical rpg's a lot of energy seems focused on generating single half-decent storylines vs fragments of a whole lot of mediocre storylines to be churned about in some kind of story-queue. another mystery is how much it might be possible to use tools to come up with quests/storyline (yes, ai is not inteligent, but that is not what I am expecting). eg, for item gathering missions you need: places to have items (possibly randomly chosen in another phase), items to disperse (hopefully rare at least, no questing for health-potions or whatever), ... which can possibly be chosen fairly randomly. similar may be possible, eg, with escort missions (where to where and who and when). of course, human involvement would likely still be needed to make it tolerable (such random missions would likely suck in large numbers). maybe some sewers filled with crates and zombies would be nice. dunno really though. whatever. |
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#13
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| "Whit Gurley" <not_an_address@no_domain.com> wrote in message news:not_an_address-03E37B.20124509122004@netnews.comcast.net... > DISCLAIMERS: My apologies for the heavy cross-post and semi-appropriate > email addresses. There don't seem to be many groups that I have access > to that are devoted entirely to game development, so I posted to those > that seemed at least partially related to this topic, and some of the > game companies included don't list email links that would be appropriate > for this. Note that this is not a solicitation - this proposal would > include no profit for myself other than the chance to play the game. I > just want to see it developed. > > I will also point out that, blanket-post notwithstanding, I am an > experienced Usenet user (from way back in Gopher days), and while I will > be more than happy to answer questions regarding this proposal and/or > elaborate on the ideas therein, I will not respond to petty, off-topic > attacks on my methods, delivery, ideas, etc. > well, I am not sure one can go without that. yeah, I trimmed down the groups for my response a bit. I am just mostly reminded of a misc thought recently on how to alter the delivery of storyline, items/skills, quests, ... for an rpg style game. I will just be really abstract here (I don't have the original from when I last brought it up and don't feel like typing that much): there is no monolithic storyline; quests are used to drive the story; items and skills are aquired almost exclusively from quests, vs. more traditional approaches of leveling; instead, what story there is is a mass of quests which can potentially invoke bringing up other quests or causing others to not show up; if there are enough quests and enough possible endings, then the game can proceed in numerous different directions depending on the player. the reason for binding things like leveling/abilities/... to the quest system is it makes it easier to predict what abilities one has and the approximate worldstate from the previously acomplished quests. however, I doubt this contains anything new per-se, but in typical rpg's a lot of energy seems focused on generating single half-decent storylines vs fragments of a whole lot of mediocre storylines to be churned about in some kind of story-queue. another mystery is how much it might be possible to use tools to come up with quests/storyline (yes, ai is not inteligent, but that is not what I am expecting). eg, for item gathering missions you need: places to have items (possibly randomly chosen in another phase), items to disperse (hopefully rare at least, no questing for health-potions or whatever), ... which can possibly be chosen fairly randomly. similar may be possible, eg, with escort missions (where to where and who and when). of course, human involvement would likely still be needed to make it tolerable (such random missions would likely suck in large numbers). maybe some sewers filled with crates and zombies would be nice. dunno really though. whatever. |
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#14
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| In article <MPG.1c23939cb5d8343b989bf0@news.indigo.ie>, Gerry Quinn <gerryq@DELETETHISindigo.ie> wrote: > I think the general concept of a civilisation suffering from such by- > the-numbers genetic determinism lends itself to a computer strategy game > - it's hard to see great benefits in cloning Niven and Pournelle's > unlikely species and paying them a licence fee. > > In truth a lot of games like this DO exist - constructing units with > different useful powers, and expanding to control the map. Civilisation > is a good example. I don't really see anything very different in the > 'Motie' concept, not as a single-player game anyway. I can appreciate that point of view - Civ and many other games have multiple-role societies that collectively work toward the improvement of their technology, etc.. Instinctively I feel like there's a big difference, but I'm either not vocalizing it welll enough or I'm no longer seeing it (it's been several months since I finished the books). It probably would have been a good idea to include the Niven group on my list so that other readers could have chimed in with things I had missed. I'll go ahead and do so now - ignore the remainder if you've already read it. --- Original post: --- I recently finished reading a pair of novels by Larry Niven and Jerry Pournelle (both leading sci-fi authors) that I believe would make a fantastic game (probably multi-player, possibly massively MP) involving civilization building, war, and politics. The books are called _The Mote in God's Eye_ and _The Gripping Hand_, and they deal with man's first discovery of sentient life beyond our own. The discovered race, which we dub "The Moties" because of their astrological place of origin, is just about as alien to our species as one could get. From a physical standpoint they are only similar in that they have two legs and two eyes - their anatomies are otherwise totally unlike our own. In fact the Moties themselves are separated into several sub-species that serve vastly different purposes in their society and therefore tend to have different "configurations", but generally they are built like so: - One side has a very heavy, extremely strong arm (i.e., "the gripping hand") used for lifting, bracing, etc. - The other side has two or more very small, very fast arms that are generally used for building and repairing things. They are aligned vertically and get longer as they go down so that they remain mobile even when bent at the elbows (in other words, they seldom get in each other's way). - The back/waist is braced not with a spine but with a complex ball-joint that allows Moties to spin and bend in ways that humans can't. - No neck - their head is embedded at the top of their torso. I am unfortunately unable to locate any actual Motie artwork on the Web, but I understand the UK printing of _The Gripping Hand_ contains Motie illustrations. The primary classes of Moties are: - Engineers: The first class (if memory serves) that man is introduced to. This class lives for making things better and cares about little else. They can streamline and improve virtually anything (anything invented by man, anyway) with lightning speed. - Masters: This is the "thinking" class that rules over all the others. Like the other classes, they are focused only on one task - the well-being of their "family", and they will do literally anything to promote their own success. - Negotiators: This class was created relatively recently in Motie history. They are the diplomatic representatives of their masters and are brilliant at their craft. They even speak a different language to one another so that masters, who are far too demanding to make compromises, can be in the same room and not have to speak to one another. - Warriors: Pretty obvious - these are the minions that are ready to fight to the death should negotiations between families fail. They are incredibly fast, incredibly strong and far more dangerous than any man. - Brownies: This is the human-coined term for the rat-like class that often accompanies engineers in their work. Although they are nearly as deft at modification as engineers, they are far less mentally developed and are generally considered expendable, also because they multiply like rabbits. There are a few other classes but their roles are less integral to the story (and the proposed game) than these five. The hitch to the Motie society (*** SPOILER ALERT *** This is a crucial plot point) is that they *must* reproduce or they die - they are biologically unable to make use of any sort of contraception. And as a species they are locked into a relatively small area of space and do not have the technology to expand beyond their system. The unfortunate result of these two problems is that their populations grow and grow until their resources are maxed out, and system-wide wars ensue that generally decimate all of Motie civilization. The few left standing are eventually able to return to their previous level of technology with the help of their "libraries" - giant historical/technological vaults that are maintained and fiercely guarded by a much rarer class (one that doesn't reproduce at all) called Librarians. This constant development/destruction pattern is referred to as the Cycles. Moties consider these problems to be unsolvable, and any Motie that starts to wonder about solutions to them is dubbed a "Crazy Eddie" and usually whisked away before they can influence anyone else. Ultimately these problems are alleviated with the help of mankind, which is fortunate since the Motie civilization threatens to destroy mankind when they finally do break free from their confines. In any case, the rationale behind this game concept should be fairly obvious at this point. I don't think there exist any games that employ an environment quite like this. Star Wars Pit Droids and Lemmings are somewhat similar, but those games are much more limited in scope than what I'm envisioning. This would probably be a combination of that type of game and the Civilization genre and could really be as complex as you're prepared to make it (Motie-human relations would introduce entirely different levels of game play). I figure the players would be masters themselves and start out with a lowly family of one engineer and one negotiator. If the game ends up being solo+MP then technology would probably start out very early during one of the cycles and progress rapidly, allowing you to absorb the technologies of other families and develop your own. If after the cycle has ended your family remains alive, you win. I'm not sure how well the concept would work in an MMP environment, but it's probably possible. It would be interesting to have an MMP game that works in cycles like that, so that there's ultimately one winner. But I digress... I realize that embarking on a project like this is a huge undertaking, but I figure it can't hurt to put the idea out there. No doubt Niven and Pournelle would expect some sort of royalties for the use of their concepts, but I don't imagine the fees would be unreasonable. Feel free to contact me with any questions/comments. Thanks for your time. More Mote series info: http://encyclopedia.thefreedictionar...od's%20Eye _____________________ w h i t g u r l e y whit_news1 ---at--- angledend.com |
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#15
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| In article <MPG.1c23939cb5d8343b989bf0@news.indigo.ie>, Gerry Quinn <gerryq@DELETETHISindigo.ie> wrote: > I think the general concept of a civilisation suffering from such by- > the-numbers genetic determinism lends itself to a computer strategy game > - it's hard to see great benefits in cloning Niven and Pournelle's > unlikely species and paying them a licence fee. > > In truth a lot of games like this DO exist - constructing units with > different useful powers, and expanding to control the map. Civilisation > is a good example. I don't really see anything very different in the > 'Motie' concept, not as a single-player game anyway. I can appreciate that point of view - Civ and many other games have multiple-role societies that collectively work toward the improvement of their technology, etc.. Instinctively I feel like there's a big difference, but I'm either not vocalizing it welll enough or I'm no longer seeing it (it's been several months since I finished the books). It probably would have been a good idea to include the Niven group on my list so that other readers could have chimed in with things I had missed. I'll go ahead and do so now - ignore the remainder if you've already read it. --- Original post: --- I recently finished reading a pair of novels by Larry Niven and Jerry Pournelle (both leading sci-fi authors) that I believe would make a fantastic game (probably multi-player, possibly massively MP) involving civilization building, war, and politics. The books are called _The Mote in God's Eye_ and _The Gripping Hand_, and they deal with man's first discovery of sentient life beyond our own. The discovered race, which we dub "The Moties" because of their astrological place of origin, is just about as alien to our species as one could get. From a physical standpoint they are only similar in that they have two legs and two eyes - their anatomies are otherwise totally unlike our own. In fact the Moties themselves are separated into several sub-species that serve vastly different purposes in their society and therefore tend to have different "configurations", but generally they are built like so: - One side has a very heavy, extremely strong arm (i.e., "the gripping hand") used for lifting, bracing, etc. - The other side has two or more very small, very fast arms that are generally used for building and repairing things. They are aligned vertically and get longer as they go down so that they remain mobile even when bent at the elbows (in other words, they seldom get in each other's way). - The back/waist is braced not with a spine but with a complex ball-joint that allows Moties to spin and bend in ways that humans can't. - No neck - their head is embedded at the top of their torso. I am unfortunately unable to locate any actual Motie artwork on the Web, but I understand the UK printing of _The Gripping Hand_ contains Motie illustrations. The primary classes of Moties are: - Engineers: The first class (if memory serves) that man is introduced to. This class lives for making things better and cares about little else. They can streamline and improve virtually anything (anything invented by man, anyway) with lightning speed. - Masters: This is the "thinking" class that rules over all the others. Like the other classes, they are focused only on one task - the well-being of their "family", and they will do literally anything to promote their own success. - Negotiators: This class was created relatively recently in Motie history. They are the diplomatic representatives of their masters and are brilliant at their craft. They even speak a different language to one another so that masters, who are far too demanding to make compromises, can be in the same room and not have to speak to one another. - Warriors: Pretty obvious - these are the minions that are ready to fight to the death should negotiations between families fail. They are incredibly fast, incredibly strong and far more dangerous than any man. - Brownies: This is the human-coined term for the rat-like class that often accompanies engineers in their work. Although they are nearly as deft at modification as engineers, they are far less mentally developed and are generally considered expendable, also because they multiply like rabbits. There are a few other classes but their roles are less integral to the story (and the proposed game) than these five. The hitch to the Motie society (*** SPOILER ALERT *** This is a crucial plot point) is that they *must* reproduce or they die - they are biologically unable to make use of any sort of contraception. And as a species they are locked into a relatively small area of space and do not have the technology to expand beyond their system. The unfortunate result of these two problems is that their populations grow and grow until their resources are maxed out, and system-wide wars ensue that generally decimate all of Motie civilization. The few left standing are eventually able to return to their previous level of technology with the help of their "libraries" - giant historical/technological vaults that are maintained and fiercely guarded by a much rarer class (one that doesn't reproduce at all) called Librarians. This constant development/destruction pattern is referred to as the Cycles. Moties consider these problems to be unsolvable, and any Motie that starts to wonder about solutions to them is dubbed a "Crazy Eddie" and usually whisked away before they can influence anyone else. Ultimately these problems are alleviated with the help of mankind, which is fortunate since the Motie civilization threatens to destroy mankind when they finally do break free from their confines. In any case, the rationale behind this game concept should be fairly obvious at this point. I don't think there exist any games that employ an environment quite like this. Star Wars Pit Droids and Lemmings are somewhat similar, but those games are much more limited in scope than what I'm envisioning. This would probably be a combination of that type of game and the Civilization genre and could really be as complex as you're prepared to make it (Motie-human relations would introduce entirely different levels of game play). I figure the players would be masters themselves and start out with a lowly family of one engineer and one negotiator. If the game ends up being solo+MP then technology would probably start out very early during one of the cycles and progress rapidly, allowing you to absorb the technologies of other families and develop your own. If after the cycle has ended your family remains alive, you win. I'm not sure how well the concept would work in an MMP environment, but it's probably possible. It would be interesting to have an MMP game that works in cycles like that, so that there's ultimately one winner. But I digress... I realize that embarking on a project like this is a huge undertaking, but I figure it can't hurt to put the idea out there. No doubt Niven and Pournelle would expect some sort of royalties for the use of their concepts, but I don't imagine the fees would be unreasonable. Feel free to contact me with any questions/comments. Thanks for your time. More Mote series info: http://encyclopedia.thefreedictionar...od's%20Eye _____________________ w h i t g u r l e y whit_news1 ---at--- angledend.com |
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#16
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| On Fri, 10 Dec 2004 04:12:46 GMT, Whit Gurley <not_an_address@no_domain.com> wrote: >DISCLAIMERS: My apologies for the heavy cross-post and semi-appropriate >email addresses. There don't seem to be many groups that I have access >to that are devoted entirely to game development, so I posted to those >that seemed at least partially related to this topic, and some of the >game companies included don't list email links that would be appropriate >for this. Note that this is not a solicitation - this proposal would >include no profit for myself other than the chance to play the game. I >just want to see it developed. > >I will also point out that, blanket-post notwithstanding, I am an >experienced Usenet user (from way back in Gopher days), and while I will >be more than happy to answer questions regarding this proposal and/or >elaborate on the ideas therein, I will not respond to petty, off-topic >attacks on my methods, delivery, ideas, etc. > > >Okay, enough of that. Here's the proposal: > >I recently finished reading a pair of novels by Larry Niven and Jerry >Pournelle (both leading sci-fi authors) that I believe would make a >fantastic game (probably multi-player, possibly massively MP) involving >civilization building, war, and politics. The books are called _The Mote >in God's Eye_ and _The Gripping Hand_, and they deal with man's first >discovery of sentient life beyond our own. A game about a race somewhat like the Moties could work out. Trying to do it exactly runs into issues related to any book-based game, but also in this case, there are only a few high-power leaders you can effectively play. Everyone else isn't a mover or shaker, and isn't likely to become so. As an RPG, that might not matter, as playing an interesting role is more important than having power or control over anything significant. > >II realize that embarking on a project like this is a huge undertaking, >but I figure it can't hurt to put the idea out there. No doubt Niven and >Pournelle would expect some sort of royalties for the use of their >concepts, but I don't imagine the fees would be unreasonable. Feel free >to contact me with any questions/comments. Thanks for your time. I know that Niven has licensed some of his works for games already, and someone may have the license for this series. The human side of it is a Pournelle creation, the Moties shared (the only books in the series with Niven involve the Moties). I *do* think that it wouldn't be easy to get a license to do a game which is based on the books, but not closely. Authors don't like to see their works mangled by others. So the price tag might be much more than just money -- it would mean a commitment by the authors to monitor, and perhaps even approve developments. Very much of whatever game is created would have to be well researched in order to model the creator's intent, and their own background data. Maps, technologies, abilities, politics, and especially, characters, all would need painstaking effort in order to get even a weak emulation of the story in a game. From a game design standpoint, that is a pain too. It is ever so much easier to design the game elements to drive the game system, not to fit some outside background. Making up a different game about a species with finite resources and a serious dieback problem could be fun. The various specialist subspecies can work well enough -- most games have some sort of special units. The political complexities of alliances and owernership would make for a good game, as long as the system handles it well. By the Moties rules, war is much like a game, the loser, upon accepting surrender, becomes entirely loyal to the winner. Makes it much easier to cope with human player gamesmanship, where actions are taken simply to win, if the species itself runs things that way. -- *-__Jeffery Jones__________| *Starfire* |____________________-* ** Muskego WI Access Channel 14/25 <http://www.execpc.com/~jeffsj/mach7/> *Starfire Design Studio* <http://www.starfiredesign.com/> |
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#17
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| On Fri, 10 Dec 2004 04:12:46 GMT, Whit Gurley <not_an_address@no_domain.com> wrote: >DISCLAIMERS: My apologies for the heavy cross-post and semi-appropriate >email addresses. There don't seem to be many groups that I have access >to that are devoted entirely to game development, so I posted to those >that seemed at least partially related to this topic, and some of the >game companies included don't list email links that would be appropriate >for this. Note that this is not a solicitation - this proposal would >include no profit for myself other than the chance to play the game. I >just want to see it developed. > >I will also point out that, blanket-post notwithstanding, I am an >experienced Usenet user (from way back in Gopher days), and while I will >be more than happy to answer questions regarding this proposal and/or >elaborate on the ideas therein, I will not respond to petty, off-topic >attacks on my methods, delivery, ideas, etc. > > >Okay, enough of that. Here's the proposal: > >I recently finished reading a pair of novels by Larry Niven and Jerry >Pournelle (both leading sci-fi authors) that I believe would make a >fantastic game (probably multi-player, possibly massively MP) involving >civilization building, war, and politics. The books are called _The Mote >in God's Eye_ and _The Gripping Hand_, and they deal with man's first >discovery of sentient life beyond our own. A game about a race somewhat like the Moties could work out. Trying to do it exactly runs into issues related to any book-based game, but also in this case, there are only a few high-power leaders you can effectively play. Everyone else isn't a mover or shaker, and isn't likely to become so. As an RPG, that might not matter, as playing an interesting role is more important than having power or control over anything significant. > >II realize that embarking on a project like this is a huge undertaking, >but I figure it can't hurt to put the idea out there. No doubt Niven and >Pournelle would expect some sort of royalties for the use of their >concepts, but I don't imagine the fees would be unreasonable. Feel free >to contact me with any questions/comments. Thanks for your time. I know that Niven has licensed some of his works for games already, and someone may have the license for this series. The human side of it is a Pournelle creation, the Moties shared (the only books in the series with Niven involve the Moties). I *do* think that it wouldn't be easy to get a license to do a game which is based on the books, but not closely. Authors don't like to see their works mangled by others. So the price tag might be much more than just money -- it would mean a commitment by the authors to monitor, and perhaps even approve developments. Very much of whatever game is created would have to be well researched in order to model the creator's intent, and their own background data. Maps, technologies, abilities, politics, and especially, characters, all would need painstaking effort in order to get even a weak emulation of the story in a game. From a game design standpoint, that is a pain too. It is ever so much easier to design the game elements to drive the game system, not to fit some outside background. Making up a different game about a species with finite resources and a serious dieback problem could be fun. The various specialist subspecies can work well enough -- most games have some sort of special units. The political complexities of alliances and owernership would make for a good game, as long as the system handles it well. By the Moties rules, war is much like a game, the loser, upon accepting surrender, becomes entirely loyal to the winner. Makes it much easier to cope with human player gamesmanship, where actions are taken simply to win, if the species itself runs things that way. -- *-__Jeffery Jones__________| *Starfire* |____________________-* ** Muskego WI Access Channel 14/25 <http://www.execpc.com/~jeffsj/mach7/> *Starfire Design Studio* <http://www.starfiredesign.com/> |
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#18
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| Jeffery S. Jones wrote: > I know that Niven has licensed some of his works for games already, > and someone may have the license for this series. The human side of > it is a Pournelle creation, the Moties shared (the only books in the > series with Niven involve the Moties). I *do* think that it wouldn't > be easy to get a license to do a game which is based on the books, but > not closely. Indeed. In the past Niven has been very picky about licensing his works for other media, and it's quite likely that someone without a proven track record and just a vague idea, even if Niven thought it was very good, would be flatly refused a license. -- Erik Max Francis && max@alcyone.com && http://www.alcyone.com/max/ San Jose, CA, USA && 37 20 N 121 53 W && AIM erikmaxfrancis Defeat is a school in which truth always grows strong. -- Henry Ward Beecher |
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#19
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| Jeffery S. Jones wrote: > I know that Niven has licensed some of his works for games already, > and someone may have the license for this series. The human side of > it is a Pournelle creation, the Moties shared (the only books in the > series with Niven involve the Moties). I *do* think that it wouldn't > be easy to get a license to do a game which is based on the books, but > not closely. Indeed. In the past Niven has been very picky about licensing his works for other media, and it's quite likely that someone without a proven track record and just a vague idea, even if Niven thought it was very good, would be flatly refused a license. -- Erik Max Francis && max@alcyone.com && http://www.alcyone.com/max/ San Jose, CA, USA && 37 20 N 121 53 W && AIM erikmaxfrancis Defeat is a school in which truth always grows strong. -- Henry Ward Beecher |
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#20
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| In article <rjpjr0lfvchmikv4kd91uk9v2imbhbpsoe@4ax.com>, Jeffery S. Jones <jeffsj@execpc.com> wrote: > A game about a race somewhat like the Moties could work out. Trying > to do it exactly runs into issues related to any book-based game, but > also in this case, there are only a few high-power leaders you can > effectively play. Everyone else isn't a mover or shaker, and isn't > likely to become so. As an RPG, that might not matter, as playing an > interesting role is more important than having power or control over > anything significant. I had considered that, and I could maybe see going in that direction if the game was MMP, but it isn't very logical to switch from one character type to another unless you do drop the Mote story concept and create a new one, and I'm not sure how happy any player would be stuck into one specific role indefinitely (ex: I think I'd get sick of negotiating *all* the time, and I certainly wouldn't want to be a brownie). However, you might be able to alleviate the problem of boring leadership by A) making it very challenging to build your family, requiring tough decisions on where to focus your resources (though this isn't a new concept), and B) letting the territory you occupy heavily influence your role in the game - one aspect of the book series that I neglected to mention (though it sounds like you may have read them) is the importance of the territory types and locations (i.e., land, air, water, satellites, space stations, etc.). In the books there are endless variations on the Motie family that are based on these factors and more. > I know that Niven has licensed some of his works for games already, > and someone may have the license for this series. The human side of > it is a Pournelle creation, the Moties shared (the only books in the > series with Niven involve the Moties). That's interesting - I wasn't aware of that. I assume none of those have turned into actual games, though? > I *do* think that it wouldn't > be easy to get a license to do a game which is based on the books, but > not closely. Authors don't like to see their works mangled by others. > So the price tag might be much more than just money -- it would mean a > commitment by the authors to monitor, and perhaps even approve > developments. That sounds great to me (a faithful rendition), but I realize that could be a tremendous headache for the developers involved. <snip> > The political complexities of alliances and owernership would make > for a good game, as long as the system handles it well. By the Moties > rules, war is much like a game, the loser, upon accepting surrender, > becomes entirely loyal to the winner. Makes it much easier to cope > with human player gamesmanship, where actions are taken simply to win, > if the species itself runs things that way. Those are the sort of aspects that I feel would make this a powerful concept - there would be a tremendous amount of strategic options at your disposal (something that in the past I've felt most of the popular empire-type games fell short on, but I haven't played many of the more recent ones). This is all great feedback. Again, I'm not getting my hopes up about this, but anything's possible (however unlikely). I guess I mainly just like the series so much that I want to see some sort of continuation, especially if it's one I can participate in. ![]() _____________________ w h i t g u r l e y whit_news1 ---at--- angledend.com |
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