Before life was, I was

Yup, there is the ego, floating over your head, look to the right, no, your other right, look about 43.8 degree higher (if you are outside) take the second star to the right, yup, there I am. So as you might have guessed, it is time to talk about god-games and whatever I consider here, is free to use in any Sony exclusive game.

To see this, we need to go back to the foundation of god-games. My introduction to this type was in the 80’s when Little Computer People came to the CBM64. We all see the age of Peter Molyneux as the stage of the ‘true’ god games, but it is out in the open to accept or reject that notion. And in all this, most of us might remember the game Black and White. It was a more god game than most god games and even the guy upstairs agrees, right Hades? 

Yet what if we create a game where it is merely part of the game, not the game itself. For example, if we set to an example most of us remember ‘Assassins Creed Brotherhood’, consider that the game remains the control of Ezio Auditore, yet the god side of it is that we can to some degree control the actions of NPC’s. An example, Ezio is running through town, and that is fine, but in the god side we unleash rain on the area and as a result all the courtesans hide inside their houses. Ezio loses an ability to his side. This is a crude version. 

So if we use the divine powers in Black and White, it is a direct option, what if it becomes indirect? Like drawing a line in the sand, the ants will find another path, but that is as clear an option as it comes. So what happens when the game is about indirect channelling and it becomes about indirect guidance. Not as a setting in the game, but as a setting towards the game? So like Batman fights his opponents in Arkham knight, we influence the brutality of those around him, we set the premise of depression of the victims around him, it changes the game, it changes his focus, whilst the gamer does not see a change in the player, the stage we see in detective mode of Batman and we see the criminals are at some point terrified, Batman instilled this, but what happens when we set a secondary stage that affects the persons in the area, but Batman cannot directly influence that. That stage is influenced by the the NPC’s, not like the stupid wave like behaviour we saw in AC Unity again and again, but a sort of herd like behaviour in NPC’s, it changes the entire setting of the playable area and we forgot about that, thee gamer (and the developer was so focussed on Ezio Auditore, Batman, Edward Kenway, they forgot to set the influence stage on the population when Batman, Poison Ivy, or Vaas comes into the level. Yes, there was some attempt (AC Unity) the the fear was where we see street run away in front of you was a failed attempt at this. A stage where we can only influence a second tier (up to a point), is something we have never faced. In this I grab back to the Black and White part. Until we set the premise where an evangelist is created by their own choice, the influence is limited. So we can directly interfere in the game (buildings, infrastructure), yet the NPC influence is only limited. Games like Spore, Black and White set the action as direct. I want to change that, give a much larger challenge where the person having the finger needs to think where he draws the line for the ants.

It is a speculative setting, but that is all that I can offer in a conceptual setting. It is conceptual, because it has never been done before and evolution of games happens in a stage where things are new and never done before, there was always the first one. And that is what we are aiming for, something never done in gaming before, upgrading the level of gameplay down the line, and that was all that gamers want, a new level of play, we all want that, because sooner rather than later more of the same becomes tiring. And for the most, the sandbox games has left the NPC part of their game to too much of a limiting factor. So we need to change that side of things if only to make sandbox games more realistic and more believable.

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