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Sui Generis - Kickstarter Update #14,15, Add-on and Interview

by Myrthos, 2012-11-29 12:14:33

Sui Generis is still 14K pounds short from reaching it's goal with only 15 hours to go. So this is going to be stressing times for Madoc, who announced some T-shirts you can get as an add-on and had time to do an interview with Forbes.

Forbes: When I first wrote about Sui Generis, a lot of my readers said it looks more like a tech demo than an RPG. While I was enthusiastic about the nature of the game and the gameplay itself, many people worried that this was technology without a game.

So what is the story, and how will it figure into what we’ve seen already?

Evans: Well, we’re very keen on the concept of writing your own story. Our main focus is creating a world and sandbox elements that have lots of depth to them. Mostly it’s going to be about you discovering the world, learning abilities and growing into whatever it is you will become. The player character is special but what is special about them is that when they die they return to life. No saving and loading and no respawning as if it were normal, the fact that you come back is a big deal within the context of the world.

You don’t do quests and get rewarded for completing them, there’s stuff going and you can get involved. You might actually lose more than you gain by doing so.

Update #12 is intended as an example of a game experience from the player character’s perspective. The events there are dynamic, based on player actions. An apparently simple premise can escalate into almost anything and by doing things you always discover more things to do and get more deeply involved. No content is isolated, there’s an open world and a single vast interconnected underworld rather than a series of small dungeons. Similarly with events, we want everything to be connected and affected by whatever you do or happens.

The main plot is essentially just an extension of this. Theoretically it would be possible to avert the entire affair by accidentally rolling a boulder off a cliff and this landing on the main antagonist. The player would then play the game and perhaps never realise there was supposed to be some big problem to solve. Of course in practice this is quite unlikely!

It’s ambitious but we think this is what an RPG has to be. Who knows how much we can actually do but we have to try! We do have serious ideas about its implementation.

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