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Author Topic: The Player As a God  (Read 3328 times)

Dyret

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Re: The Player As a God
« Reply #15 on: October 12, 2014, 12:40:49 pm »

I kind of like the player not being an entity in the world in fort mode. I'd be all for a seperate god mode, though.
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heydude6

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Re: The Player As a God
« Reply #16 on: October 13, 2014, 11:45:08 am »

I must say I do like the idea of someone abandoning your fort only to return later with a massive army to destroy you. Could be an alternative to tantrum spirals
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fractalman

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Re: The Player As a God
« Reply #17 on: October 13, 2014, 01:09:57 pm »

Dwarves that can actually figure out that something from beyond the screen is influencing things? Sounds awesome. 
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jefam99

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Re: The Player As a God
« Reply #18 on: October 16, 2014, 07:22:40 pm »

you would have to wait for the philosopher's to be put back in, but it sounds intriguing to say the least. (maybe becoming a philosopher is the first step in noticing your influence on the fortress)
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Urist McVoyager

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Re: The Player As a God
« Reply #19 on: October 16, 2014, 11:40:19 pm »

Philosopher as the first step to priest? Given that philosophers served no in-game function anyway, tying them to the God gambit does seem to make sense.
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kontako

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Re: The Player As a God
« Reply #20 on: October 17, 2014, 12:50:12 am »

Is the player overseeing his fortress the god?
How do the dwarves receive command from the player, do they just gain random inspiration to dig certain tunnels and build workshops? Furthermore how would the game deal with the players personality and traits contradicting the spheres and traits of that deity? Although interesting, I don't really see it working in fortress mode - it makes more sense, and would save a lot of work just to see the player as the current manager/noble mandating orders. (But then the personality contradiction could be also stated here, blah blah. However, it's more important in the deity theme; seeing as they embody certain concepts of reality: Weather, Death, etc).

I kind of like the player not being an entity in the world in fort mode. I'd be all for a seperate god mode, though.

Totally agreed. But it leads to more problems such as: Is the deity incarnate? Why/Why aren't all deities incarnate? Things like random conversations starting as entities pray to you. It seems like an awful amount of trouble for such an unnecessary (Yet awesome) game mechanic.
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Urist McVoyager

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Re: The Player As a God
« Reply #21 on: October 17, 2014, 10:10:02 am »

I'll agree about the unnecessary yet awesome nature of the feature. I think it would open up a lot of doors for extra interaction, but the game doesn't really need it. That being said, I'll continue to field questions and suggestions.

Yes, the player overseeing the Fortress would be the God. When they talk to you, it'd be to YOU, not to some predefined, procedurally generated entity. You, yourself, would set the spheres and traits. If you later contradicted those, you would be contradicting yourself. Which could be a cause for loyalty cascades and the like down the road. The game already has to deal with that on the small scale. Remember Adventure Mode? Well, now that characters have personalities, the players are constantly overriding their Adventurers' personalities.

And I'm not sure how a separate God mode would work. It could be a good mesh of Adventure and Fortress mode where you haunt someone, convert them by favoring them over their rivals, and then ordering them to build you a Fortress in the wilderness, but that seems like even more work just to do something that could be better done by allowing Adventurers to form their own entities and actively control the sites they claim or make.
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Scoops Novel

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Re: The Player As a God
« Reply #22 on: October 17, 2014, 10:55:46 am »

Ideally, the expedition leader/current leader would also matter under this system.
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Urist McVoyager

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Re: The Player As a God
« Reply #23 on: October 17, 2014, 12:45:23 pm »

Good point. When your religion starts, if the leader's not on board, they could start or support a rival entity within your fortress.

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yxe

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Re: The Player As a God
« Reply #24 on: February 24, 2015, 12:31:11 pm »

I like this idea +1

like this story: 'Sandkings' by George R. R. Martin (http://en.wikipedia.org/wiki/Sandkings_%28novelette%29)
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Naryar

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Re: The Player As a God
« Reply #25 on: March 02, 2015, 12:03:22 pm »

Nah. This game already encourages hubris enough.

Also in a meta way we are already gods in all but name. There's no need to set up officially the player as a god.

Witty

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Re: The Player As a God
« Reply #26 on: March 02, 2015, 10:29:19 pm »

Yeah, no. The notion of who the player is exactly is kinda up to interpretation, and I'd prefer it if the game left it that way.
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Timeless Bob

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Re: The Player As a God
« Reply #27 on: March 03, 2015, 04:14:59 pm »

It's possible to mod in Deities as Megabeasts, which can then stomp around killing stuff, pretty much like any other Megabeast, and eventually can be also killed by a skillful or lucky enough Adventurer or Fortress. 
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NW_Kohaku

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Re: The Player As a God
« Reply #28 on: May 05, 2015, 11:57:32 am »

The nature of the player is only "up for interpretation" because Toady has yet to fully implement all his plans for the game. 

As players, we are not gods, we are the (usually lesser) nobles of a fortress.  We are the Expedition Leader/Mayor/Bookkeeper/Manager/etc. and we are supposedly playing the game giving orders as they would.  It's simply that, much like Crusader Kings or something, the transition of power is ridiculously seamless. 

To have dwarves worship "us" as gods means worshipping the nobles as gods, which we all agree would be something of a silly, and potentially Fun, thing.
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endlessblaze

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Re: The Player As a God
« Reply #29 on: May 05, 2015, 02:41:34 pm »

I actually like the idea as an optional setting, defined in ethier the int file or for each world gen.

So the ones that like to form there on difrent interpretation get what they want and the ones that want to be god like get that.

Everyone's happy! (Well....toady might not be, depends on if he think the feature is worth the codeing  time)
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