The Myth of Mono
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The gaming world at the moment usually gives you a template of either a specific hero where you traverse the world the developers created for it’s convenience or a barrage of stereotypical classes of symbolism hemorrhaging your brain. What if we took the beauty of anti symbolism to create classes, a story which never really needs to play in order to finish the game and NPC’s that are recurring to learn from your behaviour ? Example: tree classes, same personality(hates everything except themself). Either an assassin, brute or a techie. The techie is this 2 meter woman, the brute is this small rat-like creature and the assassin is strong Guts-assassin edition. You are presented with a world, nothing special except you don’t like anything with it. I’ve already written an idea for my AAA project implementing this. This is a very, very nice way of approaching things I believe, question is if somebody is willing to pay for it =) |