Forged of Blood - Personality System

HiddenX

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In the turn based tactical RPG Forged of Blood your actions will be measured against three philosophies - Altruism, Hedonism, and Rationalism:

2017 Wrap-up & Personality System

Hey guys,

The studio will be going on break for the winter holidays but with the updates we just rolled out on the front page I thought we’d take some time to talk a little bit more about the Tri-Axis Philosophical Index we have for Forged of Blood.

The last time we talked about the personality system we touched more on the inspiration of the system. To recap: we really wanted to create a system that reflects the “grey” nature of our world and goes the beyond the usual binaries of good vs. evil, light vs. dark, etc. With our focus on choice and consequence, we also felt that it was important that the system have some very real consequences for the player beyond simply being a narrative tool for my whims. So we’d like to take this time to show a bit more of what the system actually entails.

In its current iteration the personality system is divided by three “philosophies” as opposed to “personalities” as to give the fairest interpretation between the three axes that the player will be measured against – and to try our best in removing overtly positive or negative connotations. Lorewise, the three philosophies represent three schools of thought that have shaped the world and upon which the denizens of Attiras are judged.

Altruism, Hedonism, and Rationalism make up the three axes of the circular index in which players will be plotted. The player, every playable character, Leivan (the brother King) and every conquerable region will have their own Philosophical Plot Point (PPP) that may shift throughout the duration of the game through direct and indirect player actions. With player’s parties and decisions acting as the unequivocal representative of the crown, Tavias’ plot point will act as the central point against which all decisions and consequences will be measured. Around this plot point is drawn what we call the: Philosophical Distance Threshold (PDT), which is a radius drawn around Tavias’ PPP that will denote the moral latitude that the different characters will accept. This plotted point will shift according to the player’s actions as they complete quests and advance the storyline.
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Thanks Farflame!

More information.
 
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I wonder what happened to their Kickstarter/Early Access plan or is it still in the pipeline?

Production History

The first studio team was formed in February 2016 comprising of three game designers and three programmers, with the goal of creating prototype base for the game. Our resident artist joined us in March to help bring our world to life and set the visual style for the game. By the start of May, the studio has expanded to full capacity with the addition of two modelers and an animator. Upon completion of a prototype in late June 2016, the team went into full production of the game in July and are looking to complete a public presentation towards the end of 2016. The studio will plan on seeking additional funds at the start of 2017 via Kickstarter and/or Early Access to carry the production through completion in early 2018.

Projected Production Schedule:

Pre-production: February 2016 – July 2016
Production: July 2016 – October 2017
Post-production: October 2017 – Early 2018
 
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I wonder what happened to their Kickstarter/Early Access plan or is it still in the pipeline?

They had a rather steep goal which was not met.

Possibly they'll try crowdfunding again but said they have enough funds to finish with a reduced scope.
 
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