As discussed here before there are a few Mythos inspired computer games around, such as AITD, Resident Evil and Silent Hill.
What I want to know is, if a new game were to be made completely based on the Cthulhu Mythos, what sort of game would you like to see ? A Quake-style blast-em-up, a Resident Evil style action-adventure, or something more RPG based ? With multiplayer elements aswell ? And orientated more to puzzle solving, though and character development, or more based on action and horror-excitement ?
> As discussed here before there are a few Mythos inspired computer games > around, such as AITD, Resident Evil and Silent Hill.
> What I want to know is, if a new game were to be made completely based > on the Cthulhu Mythos, what sort of game would you like to see ? A > Quake-style blast-em-up, a Resident Evil style action-adventure, or > something more RPG based ? With multiplayer elements aswell ? And > orientated more to puzzle solving, though and character development, or > more based on action and horror-excitement ?
> All comments and suggestions appreciated,
> -- > Andrew
How about a resource management/mission-based game like Warcraft or Starcraft? You could control the forces of the Mythos, trying to gather power and minions to overrun the world. Or you could choose to control humanity, trying to save the world from the forces of the Mythos. Granted, it's a bit Lumley-ish (Wilmarth Foundation) and it might be difficult to ensure that the human units weren't completely overpowered, but I've always been found of Blizzard's games.
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>What I want to know is, if a new game were to be made completely based >on the Cthulhu Mythos, what sort of game would you like to see ? A >Quake-style blast-em-up, a Resident Evil style action-adventure, or >something more RPG based ? With multiplayer elements aswell ? And >orientated more to puzzle solving, though and character development, or >more based on action and horror-excitement ?
I think an RPG-type game would work quite well. Though it'd be difficlut to resist the urge to translate all the mythos' weird creatures into the game for you to battle at the offset. Trying to keep the game as 'normal' as possible - but still have the abitity to chill.
Of course the extensive plot and character develpoment will all go to make the ending even more harrowing when the player completes the game - only to be annihilated by some unforseen terror in a poignant reminder of the futility of man.
Oh I've spoilt the ending - what a shame. Seriously thought I think there is alot of room for develpment in the horror-'em-up video games genre.
I would like to see a Metal Gear Solid style game based on The Shadow Over Innsmouth. That would really be smart, as there was a lot of sneaking around in that story. For those who don't know, Metal Gear Solid is, as described on the box, a 'tactical espionage action' game, which basically means sneaking around and trying to avoid conflict (as you WILL die against superior numbers) instead of running around guns a-blazing.
Also, I think another cool idea would be a first-person shooter like Quake, but with more emphasis on puzzles, exploring and role play than on shooting everything. Something like Hexen II, maybe? Quake it's-self was fairly Lovecraftian, but the solo game was very dull and a chore to play through.
Matt m...@hate-machine.freeserve.co.uk "Comfort, it's taste - convenient to follow Bite size lies are much easier to swallow" - Product Placement
>As discussed here before there are a few Mythos inspired computer games >around, such as AITD, Resident Evil and Silent Hill.
Resident Evil? The RE games seemed to be based more on horror/sci-fi movies (especially the Alien series - the chest-bursting scenes from RE2 were directly lifted and the Tyrant corridor elevator was probably a homage to Aliens - look EVER SO CLOSELY at the elevator Ripley and the Queen take to the landing pad...).
>What I want to know is, if a new game were to be made completely based >on the Cthulhu Mythos, what sort of game would you like to see ? A >Quake-style blast-em-up, a Resident Evil style action-adventure, or >something more RPG based ? With multiplayer elements aswell ? And >orientated more to puzzle solving, though and character development, or >more based on action and horror-excitement ?
Think of Silent Hill. Now imagine that rather than seeing your character from the third person (like in AITD and RE), you saw through their eyes. That would be the best game ever, because:
1. It could ditch all RE comparisons and would be classed as being very orignal (even though Realms of the Haunted did the idea a few years earlier with a haunted house).
2. The rubbish combat system that ruined the game could be replaced with the tried-and-tested, yet ever popular, Quake system.
3. They could use an existing first-person graphics engine to provide excellent graphics (think Tenka or Shadow Master), as SH's graphics were pretty poor.
4. The atmosphere would be greater because it would seem like the events were happening to YOU, not some idiotic writer (although he does dress like me, which is nice).
5. Exploring a detailed town through first person perspective would be THE coolest thing ever. In the entire world. Even better, the action could be moved into the 1930s, which would be like actually being IN a HPL story (only without the damage to your sanity that would probably ensue).
So then, if the aforementioned game suddenly appears at my local Electronics Boutique, then I expect half the royalties...
LtRica...@aol.com ------------------------------------------------------------------------- "Let me take you down, 'cause I'm going to Strawberry Fields, Nothing is real, And Nothing to get hung about Strawberry fields forever."
1st person RPG that moves like a shooter? What about Ultima Ascension?
I would like the game to be like Silent Hill with RPG elements such as character creation and non-linear stories. It should be multiplayer too, set in a virtual world, or a virtual New England setting with Dunwich, Arkham, Innsmouth, and Kingsport. Plus Providence, R.I. It could be online too.
Somehow this doesn't seem to add up. In bullet point #1, you ask that it be original, then in your remaining bullet points you proceed to say how great it would be if it was exactly like Quake or one of its clones. Now how is that original? If you want that, wait for the Unreal mod Sleepwalker to come out. I'm not saying it's bad to want such a thing and I look forward to seeing Sleepwalker finished, but it's not an entirely original concept.
Though I agree that walking around in a 20's or 30's setting would be fun.
> Think of Silent Hill. Now imagine that rather than seeing your character from > the third person (like in AITD and RE), you saw through their eyes. That would > be the best game ever, because:
> 1. It could ditch all RE comparisons and would be classed as being very orignal > (even though Realms of the Haunted did the idea a few years earlier with a > haunted house).
> 2. The rubbish combat system that ruined the game could be replaced with the > tried-and-tested, yet ever popular, Quake system.
> 3. They could use an existing first-person graphics engine to provide excellent > graphics (think Tenka or Shadow Master), as SH's graphics were pretty poor.
> 4. The atmosphere would be greater because it would seem like the events were > happening to YOU, not some idiotic writer (although he does dress like me, > which is nice).
> 5. Exploring a detailed town through first person perspective would be THE > coolest thing ever. In the entire world. Even better, the action could be moved > into the 1930s, which would be like actually being IN a HPL story (only without > the damage to your sanity that would probably ensue).
> So then, if the aforementioned game suddenly appears at my local Electronics > Boutique, then I expect half the royalties...
Well, one of my favourite game genres is the Rogue-like RPG (Nethack, Angband, ADOM - those games) - something like that, except with a 1920's Lovecraftian setting, would be The Best IMO. The textmode display of the Roguelikes would probably have to be replaced with "real" graphics for it to be commercially successful, though. (unfortunate becase no graphics would be perfect for the imagination-inspiring Mythos theme) The gameplay would have to be focused more on exploration and suspense than the combat that most RPGs are centered on, to make it a "real" horror game - a hack & slash game like Diablo isn't what I have in mind. Settings like villages (Innsmouth?), mansions, catacombs, ancient cities, and other Lovecraftian staples, all randomly-generated at the start of each game would be necessary... A strong element should be finding clues about some huge plot.
> As discussed here before there are a few Mythos inspired computer games > around, such as AITD, Resident Evil and Silent Hill.
> What I want to know is, if a new game were to be made completely based > on the Cthulhu Mythos, what sort of game would you like to see ? A > Quake-style blast-em-up, a Resident Evil style action-adventure, or > something more RPG based ? With multiplayer elements aswell ? And > orientated more to puzzle solving, though and character development, or > more based on action and horror-excitement ?
Andrew Brazier wrote: > What I want to know is, if a new game were to be made completely based > on the Cthulhu Mythos, what sort of game would you like to see ?
When "Wheel of Time" comes out (Legend Entertainment) you'll get the idea. A first-person perspective, RPG, based on a beautiful looking 3D-engine (Unreal, or Quake3). All the combat abilities of Quake/Unreal, too. Rich and interactive music and sound.
If you can't wait forever for a full game, then maybe you can wait a few months for the Sleepwalker project: http://www.arkhamlab.com It's an Unreal Total Conversion based on Lovecraft's stories.
>A Quake-style blast-em-up, a Resident Evil style action-adventure, or
something more RPG based ?<
>Andrew Brazier
I've had several ideas for such games in the past, and have some ideas for conditions for a Cthulhu Mythos type game.
1) Mandatory multiplayers. It seems the best situation for a Mythos game would be an RPG type, but then RPG's kind of suck when there's only one player and you're going against a program instead of with/against other players. Perhaps a combination of the first person perspective of Quake like games with the RPG situation, so you could explore locations and converse with other players and/or computer generated characters.
2) Good atmosphere. This done through graphics and background effects/music. None of this NIN pounding crap, but creepy, otherwordly music.
3) A good backstory, based heavily on the availible works in the Mythos (the good ones). Perhaps a series of books like Chaosim does. The main thing is that some good amount of research is required.
4) The ultimate qualification for a Cthulhu Mythos game, that would keep it in line with HPL's original vision: It must be impossible to win.
I think that HPL's works shouldn't be translated into a computer game. Just think about the stories: the narrator is usually powerless amongst the greater forces, and if he doesn't end up insane, he's probably dead. Well, "Dunwich Horror" is a deviation.
Killing up mythos monsters is not HPL-style. I don't even use much Mythos monsters in my Call of Cthulhu campaign, because that would be - well, deadly and dull. What I prefer are the mad, powerful and respected cultists (like a mayor or world-famous artist) and minor horrors (like a city of vampires, trying to hide and to survive. Thank you, HPL, for "Shadow over Innsmouth"!). If you make a game based on those, it wouldn't be very successful.
The modern computer horror games should take their inspiration from Alien and the works of, say, Clive Barker. Fast, furious and bloody. But that's not horror. Adrenaline prevails. -- ***************************************************** * Try not. Do. Or do not. There is no try. - Yoda - * ***************************************************** Mika-Petri.Lauro...@oulu.fi
Suggestions for a computer game based on the Cthulhu Mythos:
1) A good story. The story should develop slowly in the game, and it should be in a way realistic (meaning how the protagonist(s) get involved etc.). It shouldn't be a story that develops by itself; the player should have to investigate/research and slowly reveal the horror. Something similar to Shadow of the Comet would be great. 2) A game based on the Mythos would best play in an old town like Innsmouth, Arkham etc., in the ruins of an old house. Just one of the classic settings for HPL's stories. Places like the Dreamworld wouldn't be bad either, but I think it wouldn't chill like something playing in the real world. 3) The game should be oriented to puzzle solving, i.e. investigating and finding out more. The puzzles should integrate into the story, just something like pushing some buttons in the correct order wouldn't add to the atmosphere. 4) A Mythos-game certainly shouldn't be a blast-em-up, and a RPG would be boring without other players - something like Resident Evil would be great.
5) Most important: Putting too many monsters into the game and showing too many details of them wouldn't be that good for a game related to Lovecraft. The horror should base on the things one does not see clearly. Plus, enemies one cannot fight but has to avoid or shake off would be much more interesting than shooting them. 6) The background music should be creepy! However, nothing like in Quake 2, just doesn't fit.
To sum it up, a Resident-Evil-like game with a 3D-engine like Quake's, creepy backround music, lots of mysteries and hideous creatures hiding in the shadows of an old house/town would be it!
Thanks everyone for your comments - all very interesting. But now to go a bit further - if it was going to be a 1st person through the eyes style game, what about the multiplayer element ?
There are a few different ways it could be approached, these being -
1) Quake style everyone-versus-everyone else deathmath (surely not suitable ?) 2) Doom style everyone vs. everyone else + monsters 3) Co-operative multiplayer - teams or partnerships vs. other teams 4) Co-operative multiplayer vs. computer - a team of players go up against a level of monsters, puzzles etc. 5) Co-operative vs. multiplayer - teams go up against each other AND the computer in an effort to complete a mission.
Personally, I think the Cthluhu genre isn't really suited to an all out action blaster, preferring the emphasis to be on a slower paced game, perhaps with Metal Gear Solid undertones as one person suggest - using your mind (when you're not going insane...) to solve problems as the first method, maybe resorting to weapons as a last resort. And of course, with realistic injuries - no-one is going to battle Cthulhu with any hope of surviving...
And do you think it is possible to create the horror / fear / trepidation in a game ? As someone said, the good thing about the Mythos stories and the RPG is that your imagination does all the hard work, how would you go about re-creating that on the screen ?
> Somehow this doesn't seem to add up. > In bullet point #1, you ask that it be original, then in your remaining > bullet points you proceed to say how great it would be if it was exactly > like Quake or one of its clones. Now how is that original? If you want > that, wait for the Unreal mod Sleepwalker to come out. I'm not saying > it's bad to want such a thing and I look forward to seeing Sleepwalker > finished, but it's not an entirely original concept.
> Though I agree that walking around in a 20's or 30's setting would be > fun.
Ooooh yeah, I'm looking so much forward to that, not only because of the game, but to have the Thickets to voice the characters is just too darn cool. Way to go!
> I think that HPL's works shouldn't be translated into a computer game. Just > think about the stories: the narrator is usually powerless amongst the greater > forces, and if he doesn't end up insane, he's probably dead. Well, "Dunwich > Horror" is a deviation.
> Killing up mythos monsters is not HPL-style. I don't even use much Mythos > monsters in my Call of Cthulhu campaign, because that would be - well, deadly > and dull. What I prefer are the mad, powerful and respected cultists (like a > mayor or world-famous artist) and minor horrors (like a city of vampires, trying > to hide and to survive. Thank you, HPL, for "Shadow over Innsmouth"!). If you > make a game based on those, it wouldn't be very successful.
Prisoner Of Ice ended up (in both endings) with Evil finally taking over the world. This one coud too. You could always sneak around, Thief-style, fighting off minions and an occasional lesser Old One for boss, but always having to hide and run and scream from any Gods or other large creatures. You could use shadows in a computer game, like in the old low-budget movies. They worked better than any new ones. In other words, I don't wanna she Shub-Niggurath! I don't wanna telefrag anything!
In article <375F8ECF.68C97...@adventuresoft.com>, Andrew Brazier <and...@adventuresoft.com> wrote:
>Thanks everyone for your comments - all very interesting. But now to go >a bit further - if it was going to be a 1st person through the eyes >style game, what about the multiplayer element ?
>There are a few different ways it could be approached, these being -
> 1) Quake style everyone-versus-everyone else deathmath (surely not >suitable ?) > 2) Doom style everyone vs. everyone else + monsters > 3) Co-operative multiplayer - teams or partnerships vs. other teams > 4) Co-operative multiplayer vs. computer - a team of players go up >against a level of monsters, puzzles etc. > 5) Co-operative vs. multiplayer - teams go up against each other AND >the computer in an effort to complete a mission.
No. Just plain no. Multiplayer games are for shoot-em-ups and competitions. A Cthulhu game should have puzzles and mysteries, people to talk to, information to gather. The best multi-player format for that kind of game is to have a friend watching over your shoulder and talking to you. You don't need to increase your firepower, you need to increase your brainpower. And network games just don't foster communication very well.
>And do you think it is possible to create the horror / fear / >trepidation in a game ? As someone said, the good thing about the Mythos >stories and the RPG is that your imagination does all the hard work, how >would you go about re-creating that on the screen ?
No matter what you do, it will be difficult to create horror in a computer game. Anything you do to increase the creepiness factor could wind up looking pretty dorky, or even downright amusing. And I think computer games are something people inherently don't think are creepy.
-- "You really thought you'd win a bet with a Nobel prize winning Lucasian professor of mathematics?" -- Dogbert, to Dilbert
>I think that HPL's works shouldn't be translated into a computer game. Just >think about the stories: the narrator is usually powerless amongst the greater >forces, and if he doesn't end up insane, he's probably dead. Well, "Dunwich >Horror" is a deviation.
>Killing up mythos monsters is not HPL-style. I don't even use much Mythos >monsters in my Call of Cthulhu campaign, because that would be - well, deadly >and dull. What I prefer are the mad, powerful and respected cultists (like a >mayor or world-famous artist) and minor horrors (like a city of vampires, trying >to hide and to survive. Thank you, HPL, for "Shadow over Innsmouth"!). If you >make a game based on those, it wouldn't be very successful.
>The modern computer horror games should take their inspiration from Alien and >the works of, say, Clive Barker. Fast, furious and bloody. But that's not >horror. Adrenaline prevails.
Shoot-em-ups are the wrong genre for a Cthulhu game. Think more of the graphic adventure games, like Indiana Jones from LucasArts.
But I have always thought a first-person adventure game would be really cool. Most of the time you're wandering around, solving puzzles, normal adventure game things, except from a first-person perspective. And maybe have a few shoot outs sprinkled in. And if you run around with your gun in the middle of the screen like in the shooting games, you'll scare the people you're supposed to be talking to.
-- "You really thought you'd win a bet with a Nobel prize winning Lucasian professor of mathematics?" -- Dogbert, to Dilbert
> No. Just plain no. Multiplayer games are for shoot-em-ups and > competitions. A Cthulhu game should have puzzles and mysteries, people to > talk to, information to gather. The best multi-player format for that > kind of game is to have a friend watching over your shoulder and talking > to you. You don't need to increase your firepower, you need to increase > your brainpower. And network games just don't foster communication very > well.
But don't you think there's possibilities (if not for running about shooting things) for multiplayer co-operation ? It's certainly something which has not been done in adventures yet. And what about a microphone link over the web or LAN - you can talk to your partner, or send ICQ style text messages. Multiplayer games don't necessarily have to be frag fests...
> But don't you think there's possibilities (if not for running about shooting > things) for multiplayer co-operation ? It's certainly something which has not > been done in adventures yet. And what about a microphone link over the web or > LAN - you can talk to your partner, or send ICQ style text messages. > Multiplayer games don't necessarily have to be frag fests...
> -- > Andrew Brazier
I think it would certainly be possible. It's up to the players themselves to have enough control to not want to just kill their comrades, and up to the game design to make it worth while to work together. If you've ever played persistant world games like EverQuest, it's easy to see how you need to depend on other players for information, inventory, help with a fight, etc. Most of the EverQuest servers have up to 1200 players on at one time and they're certainly not there to kill each other. Seems like it would be possible to have such cooperation in a CoC type setting. Dan
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> In article <375F8ECF.68C97...@adventuresoft.com>, > Andrew Brazier <and...@adventuresoft.com> wrote: > >Thanks everyone for your comments - all very interesting. But now to go > >a bit further - if it was going to be a 1st person through the eyes > >style game, what about the multiplayer element ?
> >There are a few different ways it could be approached, these being -
> > 1) Quake style everyone-versus-everyone else deathmath (surely not > >suitable ?) > > 2) Doom style everyone vs. everyone else + monsters > > 3) Co-operative multiplayer - teams or partnerships vs. other teams > > 4) Co-operative multiplayer vs. computer - a team of players go up > >against a level of monsters, puzzles etc. > > 5) Co-operative vs. multiplayer - teams go up against each other AND > >the computer in an effort to complete a mission.
> No. Just plain no. Multiplayer games are for shoot-em-ups and > competitions. A Cthulhu game should have puzzles and mysteries, people to > talk to, information to gather. The best multi-player format for that > kind of game is to have a friend watching over your shoulder and talking > to you. You don't need to increase your firepower, you need to increase > your brainpower. And network games just don't foster communication very > well.
> >And do you think it is possible to create the horror / fear / > >trepidation in a game ? As someone said, the good thing about the Mythos > >stories and the RPG is that your imagination does all the hard work, how > >would you go about re-creating that on the screen ?
> No matter what you do, it will be difficult to create horror in a computer > game. Anything you do to increase the creepiness factor could wind up > looking pretty dorky, or even downright amusing. And I think computer > games are something people inherently don't think are creepy.
I have to tell you, it can be pretty creppy if you play a game like RE or D alone, in the dark. And games like Quake and the likes have spooked me up lots of times. Imagine a first-person adventure, where you're walking the streets of 1920's London, the thing about first-person is that I love to explore, to be able to, like it was myself, go up to the items and examine them. Like in Under a Killing Moon, only more detailed. And with possibilities for jumping, climbing, sneaking in shadows, whispering, and screaming. That could be great. A good shadow-using engine would also be cool. So far the shadow's I've seen have been rubbish (Requiem?)
In <23242-375F14BD...@newsd-281.iap.bryant.webtv.net>, Boyd . wrote:
>1st person RPG that moves like a shooter? >What about Ultima Ascension?
Is it? I've never seen it in action. What would be your personal rating of it, on a scale of 1 to 10? And, then, for reference, what would you rate Baldur's Gate and Diablo, if you have played them?
>I would like the game to be like Silent Hill with RPG elements such as >character creation and non-linear stories. It should be multiplayer too, >set in a virtual world, or a virtual New England setting with Dunwich, >Arkham, Innsmouth, and Kingsport. Plus Providence, R.I. It could be >online too.
That would be quite cool. I wonder how many CDs such a game would take? It might even require multiple DVDs!
In article <375FC59B.31131...@adventuresoft.com>, Andrew Brazier <and...@adventuresoft.com> wrote:
>> No. Just plain no. Multiplayer games are for shoot-em-ups and >> competitions. A Cthulhu game should have puzzles and mysteries, people to >> talk to, information to gather. The best multi-player format for that >> kind of game is to have a friend watching over your shoulder and talking >> to you. You don't need to increase your firepower, you need to increase >> your brainpower. And network games just don't foster communication very >> well.
>But don't you think there's possibilities (if not for running about shooting >things) for multiplayer co-operation ? It's certainly something which has not >been done in adventures yet. And what about a microphone link over the web or >LAN - you can talk to your partner, or send ICQ style text messages. >Multiplayer games don't necessarily have to be frag fests...
I don't see any possibilities, but I'm willing to consider any ideas you might have. But especially since adventure games tend to be a progression. The first time you walk in on a scene or talk to a character can be different from the second time. Unless all players stick together (and they won't), some will get the full effect and the rest won't. I think one player will tend to forge ahead while the rest wander around in what's left.
I think microphones and text messages are a poor substitute for pointing at the screen and saying "Try putting it there."
-- "You really thought you'd win a bet with a Nobel prize winning Lucasian professor of mathematics?" -- Dogbert, to Dilbert
>I have to tell you, it can be pretty creppy if you play a game like RE or D >alone, in the dark. And games like Quake and the likes have spooked me up >lots of times.
I love playing games in the dark. Even something as old and technologically passé as Doom can be frightening!
LtRica...@aol.com ------------------------------------------------------------------------- "Let me take you down, 'cause I'm going to Strawberry Fields, Nothing is real, And Nothing to get hung about Strawberry fields forever."