Joined: 13 Apr 2013
|Posted: Sat Apr 13, 2013 1:10 pm Post subject: PreApocalypse
My name is Zachary Kingston and I'm an indie game developer. I believe that it is the indie game community’s responsibility to innovate in areas that AAA publishers simply can't. If you agree with that sentiment, I'd like to talk to you about my game PreApocalypse, which has just launched on Kickstarter!
I perceive this to be a fairly game-savvy audience, so I'm going to talk about the mechanics and mentality behind PreApocalypse here. If you'd rather be hit with the standard pitch (see what I did there?), head over to PreApocalypse's Kickstarter page (link at the bottom of this post) and watch the video.
PreApocalypse is Lonely Development's foray into the 4X strategy genre. 4X games, such as Civilization, Space Empires, and Galactic Civilizations, are turn based strategy games that seat you as the decision maker for an entire empire, with elements of combat strategy, political maneuvering, and scientific research.
Where PreApocalypse deviates from the norm is its focus on creating a compelling single player experience with powerful narrative elements. Unlike traditional games in the genre, which must cater to a perfectly balanced multiplayer mode, PreApocalypse embraces a purely single player experience. This decision opens up previously unavailable avenues of exploration:
PreApocalypse is plot driven. As the title implies, a game of PreApocalypse takes place in the time leading up to Armageddon. To win the game the player is tasked simply with stopping the impending end of the world. There are multiple ways to achieve this goal, each of which must be ferreted out by your empire's research, archeology, or diplomacy teams.
AI is emotion guided. The AI civilizations sharing the world of PreApocalypse with you won't pass the Turing test, but they will surprise you. In addition to a standard AI package, computer controlled empires in PreApocalypse have their own agendas, goals (save the world!), and quirks. Essentially, their high level decision making is scripted in the manner you would expect from a complex RPG character. Their reactive behavior is made possible by the fact that only one human player is present in the world.
Conflict is player driven. Lets say you sit down to play PreApocalypse and, rather than attempting to stop the apocalypse, you simply pass your turns by. Your empire will not be threatened. It will exist in piece until Armageddon wipes it, and every other empire, from the face of the world. But, the quest to save the world, should you choose to pursue it, is designed to bring your empire into unavoidable conflict with at least some of your former friends. This is a game that constantly asks the player, is it worth the price?
Obviously I'm hoping to drive a little traffic to the PreApocalypse Kickstarter page with this post. But I could also really use your feedback. Ask me anything, I guess!
Oh. And here's some media, for the voyeurs among you:
the Kickstarter: http://www.kickstarter.com/projects/1487260230/preapocalypse-a-strategy-game-about-the-end-of-the