- Joined
- May 22, 2017
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- 291
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- English
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- RMMV
First off, I'm not entirely certain whether this belongs here or in general discussion, though I think here since it's mostly focused on my own game than just a general idea, however it does kind of scratch at the border of general ideas in some respects so if it needs to be moved, so be it, but I did try and put it in the correct place.
Background: My game takes place on an Earth-like planet that has been all but taken over by an intelligent alien species, who after depleting their own resources abandoned their own homes in search of another sustainable planet to call home. They end up settling on mars as a staging ground to wage a short, two year war on humanity that ends with most of the major countries governments agreeing to demilitarizing their fiefdoms in exchange for being able to continue governing under the shadow of the aliens and those that refused being completely dismantled and replaced by others who are more willing to sell out their species for a few crumbs of power.
Afterwards the aliens establish Mars as their capital where their families can live at a safe distance from their human serfs while harvesting needed resources from their labors in order to terraform it, and the actual game takes place twelve years or so later in a world somewhat akin to many final fantasy entries where most people live in a style reflective of the late middle ages to early renaissance but with more modern technologies existing in ruin, but the restoration of which being a cultural taboo (people who restore and use firearms for instance being condemned as apostates or sorcerers who bring the wrath of the 'gods' down on the rest of society with their blasphemies).
Idea: Since these aliens mostly rule by human surrogate on earth (though there are dignitaries who stay earth-bound in each territory to insure it is governed properly) it would be odd (not at first, but especially so at the late game parts where you end up on mars surrounded by them) for the vast majority of the alien rulers to bother learning, or perhaps even be capable of conversing in the manner that humans converse with each other. In fact, they don't actually use a verbalized language when conversing with each other, but a psychic projection of images in a fixed procession that can then be interpreted by the one receiving them into the language of their personal understanding.
This means that in general the aliens can get their point across to any human they need to give orders to, but that it is generally much harder for humans to actually converse in kind beyond simple gestures (besides one singular savant-child whose mind adapted to the existence of alien technology in her environment and is capable of interfacing with the it, who essentially exists in order for the player to negotiate with the aliens in depth during the later campaigns and to reverse-engineer some of their technologies) as to the majority of the aliens we are merely overly-bright animals at best, not someone whom they would want to actually put forth the efforts of developing means of understanding our thoughts and ideas in the first place.
Problem: I am unsure how to go about actually presenting this process to the player. Obviously, once it is understood to them that the aliens aren't actually speaking, but projecting images that the target can then decipher into language I can just use text in italics to show it is a thought rather than a voice speaking, but I'm at a bit of a loss for how to demonstrate the idea for the player when they first actually encounter one of the aliens. If I were writing a book, I could just literally describe the images themselves (not ashamed to admit I kind of borrowed the entire idea of communicating through telepathic imagery from how Perrin converses with wolves in the WOT series) but I know that such walls of exposition are generally frowned upon by gamers.
On the other hand, I could actually display the images as a scene, but am unsure how to present the information in an intuitive way. I don't want the players to get lost or frustrated, but I also don't think that presenting such edicts visually and then translating them into language would go over to well either, because it's like the game is repeating itself unnecessarily. Right now my best thought is to have the first interaction be done visually, with the target character then commenting vocally about how they interpreted said images and basically asserting that the alien is communicating telepathically through images that can be universally interpreted, and then the alien confirming it; then proceeding the rest of the game with italicized sentences on the alien's part since I've gotten the point across for exactly how it is being understood even though it doesn't speak the same language as those it's ordering around, or really language as we know it at all. Half of me is afraid that this half-measure will be viewed as lazy or contrived, the other half thinks I am being overly critical and that that's both the simplest and most reliable way of conveying the entire concept for players. Thus I am here, seeking confirmation, criticisms or even suggestions on how to present this idea to players in a better way than I've already considered.
Background: My game takes place on an Earth-like planet that has been all but taken over by an intelligent alien species, who after depleting their own resources abandoned their own homes in search of another sustainable planet to call home. They end up settling on mars as a staging ground to wage a short, two year war on humanity that ends with most of the major countries governments agreeing to demilitarizing their fiefdoms in exchange for being able to continue governing under the shadow of the aliens and those that refused being completely dismantled and replaced by others who are more willing to sell out their species for a few crumbs of power.
Afterwards the aliens establish Mars as their capital where their families can live at a safe distance from their human serfs while harvesting needed resources from their labors in order to terraform it, and the actual game takes place twelve years or so later in a world somewhat akin to many final fantasy entries where most people live in a style reflective of the late middle ages to early renaissance but with more modern technologies existing in ruin, but the restoration of which being a cultural taboo (people who restore and use firearms for instance being condemned as apostates or sorcerers who bring the wrath of the 'gods' down on the rest of society with their blasphemies).
Idea: Since these aliens mostly rule by human surrogate on earth (though there are dignitaries who stay earth-bound in each territory to insure it is governed properly) it would be odd (not at first, but especially so at the late game parts where you end up on mars surrounded by them) for the vast majority of the alien rulers to bother learning, or perhaps even be capable of conversing in the manner that humans converse with each other. In fact, they don't actually use a verbalized language when conversing with each other, but a psychic projection of images in a fixed procession that can then be interpreted by the one receiving them into the language of their personal understanding.
This means that in general the aliens can get their point across to any human they need to give orders to, but that it is generally much harder for humans to actually converse in kind beyond simple gestures (besides one singular savant-child whose mind adapted to the existence of alien technology in her environment and is capable of interfacing with the it, who essentially exists in order for the player to negotiate with the aliens in depth during the later campaigns and to reverse-engineer some of their technologies) as to the majority of the aliens we are merely overly-bright animals at best, not someone whom they would want to actually put forth the efforts of developing means of understanding our thoughts and ideas in the first place.
Problem: I am unsure how to go about actually presenting this process to the player. Obviously, once it is understood to them that the aliens aren't actually speaking, but projecting images that the target can then decipher into language I can just use text in italics to show it is a thought rather than a voice speaking, but I'm at a bit of a loss for how to demonstrate the idea for the player when they first actually encounter one of the aliens. If I were writing a book, I could just literally describe the images themselves (not ashamed to admit I kind of borrowed the entire idea of communicating through telepathic imagery from how Perrin converses with wolves in the WOT series) but I know that such walls of exposition are generally frowned upon by gamers.
On the other hand, I could actually display the images as a scene, but am unsure how to present the information in an intuitive way. I don't want the players to get lost or frustrated, but I also don't think that presenting such edicts visually and then translating them into language would go over to well either, because it's like the game is repeating itself unnecessarily. Right now my best thought is to have the first interaction be done visually, with the target character then commenting vocally about how they interpreted said images and basically asserting that the alien is communicating telepathically through images that can be universally interpreted, and then the alien confirming it; then proceeding the rest of the game with italicized sentences on the alien's part since I've gotten the point across for exactly how it is being understood even though it doesn't speak the same language as those it's ordering around, or really language as we know it at all. Half of me is afraid that this half-measure will be viewed as lazy or contrived, the other half thinks I am being overly critical and that that's both the simplest and most reliable way of conveying the entire concept for players. Thus I am here, seeking confirmation, criticisms or even suggestions on how to present this idea to players in a better way than I've already considered.

