Ischaldirh wrote
Wow, it HAS been 5 years. Hi, Squash. Long time no see.
Atomic, you spelled your name wrong. It's spelled "Izzy."
capristo wrote
I don't know you from jconserv, but welcome. Has it really been 5 years? Wow.
"I think I actually know how to fix that"
Please tell more
Okay. Everyone wants there to be more IVAN. But there are three problems with that.
IVAN is already a complete game-length. There is enough stuff to do in a normal run from Underground Tunnel to the ends of Gloomy Caves, and adding any more would mean either fucking up the difficulty curve or adding a whole lot of new content for more powerful characters (since you get more powerful the more stuff you do, natch). The game is also so hard that many people who've been here five years haven't beaten it, which is great, but making it longer means even fewer people will get through.
Everything that is already in the game, there is enough of. The game has enough monsters, items, materials, and gods. Well, it could use a handful more in certain key places but over-all you cannot pad up the game with a bunch more of this sort of content.
The existing ways to contribute do not give developers ownership. People are more motivated to work on things if they feel like their contribution is a solid thing. If Tim adds something to the game, people should be able to say "Oh, Tim? Yeah, he did the tower of coral." not "Oh, Tim? He added like... four monsters, I think one of them was that bee golem, and then a couple types of armor and a prayer effect for... Silva? It was either Silva or Nefas." It also helps to have a defined place that the game needs new content, which are really what the other two points are about.
Watch now as I majestically fix all of these problems in a single stroke.
The game needs a slight restructuring. The start of the game is brilliant, everything up through the end of Underground Tunnel can stay as-is. Afterwards, the game needs to branch out. You choose a quest somewhere; maybe it's heading to Gloomy Cave like always. Or maybe you decide to conquer some other dungeon like Tim's tower of coral. Whichever you pick, that locks you out of the others for the rest of the game. It's okay; you'll get to see the rest of the dungeons, because you'll die, because it's still IVAN.
How does this fix things? It lets you add to the game while keeping the game length the same. As long as new dungeons are roughly the same size as GC (and they don't need to start that way, they can grow to fit), the length is the same. It allows you to add more content to the game without cluttering it - new dungeons need new thematic monsters instead of GC's communism and radiation theme. A developer can "own" their dungeon and feel good about the contribution. New developers know where to start without stepping on toes. And, all the more importantly, it answers the question for everyone of "what am I actually accomplishing by adding to this game?"
Now, from a game design perspective, there is something slightly off about this plan. Why does the player pick dungeon B, instead of dungeon C? The answer in that is simple - during the course of Underground Tunnel, different characters tend to pick up different capabilities. New dungeons need to emphasize this - if I end up with completely rigged armor and health and no offensive capabilities to speak of, I should be able to figure out which dungeon best capitalizes on that, and pick that quest. We can emphasize that with something else IVAN needs.
New subsystems. IVAN is a game where baroque subsystems are the name of the game. Limbs, materials, gods? All go into a great deal of depth. More can be added, and doing so means being able to add more interesting monsters and items. More monsters and items means more interesting dungeons. I can think of a lot of great places to add this sort of thing, but I think I've said enough for now. If you don't think I'm crazy I'll go into more depth.