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Competition Community Contest: Win a Digital Deluxe copy of Might and Magic X: Legacy!

Infinitron

I post news
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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Since there were no requirements to exactly which M&M game your hero is supposed to belong, I'm choosing VII. Don't know a thing about X and, despite all the praise, it might still be decline, whereas VII is old and trustworthy and, which goes without discussion, has better visual style and setting anyhow.

:lol: You sure did put a lot of effort into WINNING it. That's what this contest is for, remember?
 

Pope Amole II

Nerd Commando Game Studios
Developer
Joined
Mar 1, 2012
Messages
2,052
That's what this contest is for, remember?

Well, I'm sorta game designer (at least I consider myself to be one) so even if I don't have high hopes for X, I'm still rather interested to learn from their mistakes. Besides, it's not like I say I hate X in its entirety - I hate the fucking Ashan and everything that's related to it (visual style included) and the game itself might be fine, who knows, I've read zero news about it (purposedly).
 

DaveO

Erudite
Joined
May 30, 2007
Messages
1,258
Reason to play MM9

There once was a game called Ultima 9. It came out in 1999. Three years later, 3DO decided to come out with their final entry in the M&M series. Experience each series as it comes to a crashing(literally for Ultima 9) conclusion! Discuss which is worse: Enough bugs to start up an entire new species(Ultima 9) or a series that introduced us to the setting of Asshat. Explain to your children with pride that you completed both games! In the snow! When there was no Internet!
 

Zeriel

Arcane
Joined
Jun 17, 2012
Messages
13,963
Since there were no requirements to exactly which M&M game your hero is supposed to belong, I'm choosing VII. Don't know a thing about X and, despite all the praise, it might still be decline, whereas VII is old and trustworthy and, which goes without discussion, has better visual style and setting anyhow.

:lol: You sure did put a lot of effort into WINNING it. That's what this contest is for, remember?

Autism, autism never changes.
 
Joined
Sep 7, 2013
Messages
6,313
PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Serpent in the Staglands Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire
Tags: Limbic Entertainment; Might & Magic X: Legacy; Ubisoft

There was a time when the RPG Codex didn't yet know the sweet taste of Doritos and Mtn Dew. The time when Bethesda would promptly put the Codex on their blacklist* and forbid their Obsidian minions to ever post here, under a threat worse than death.

(* Still in effect, but we're working on it.)

It's been a long time, though, and things have changed. Recently, the Codex has done two previews (1, 2) of as well as an editorial report about Might and Magic X: Legacy, the new installment in the oldschool series published by a company that the Codex of yore wouldn't have hesitated to call one of the most evil publishers to ever grace the industry, Ubisoft. The new Codex's previews, however, were extremely positive, to the point of calling MMX (potentially) "the next great title in the series", a phrase that Ubisoft may or may not want to use in their next marketing video. These previews were also absolutely unbiased, of course, and by no means swayed by the generous promise of hugs, friendship, and free Steam keys.

Coincidentally, the nice folks at Ubisoft have been kind enough to give us some spare Steam keys - enough for the reviewers, everyone on the staff (except Zed), and also, since there are still some leftovers, to stage a community contest. And this is where you, dear Codexers, conveniently come in.

The rules of this community contest are simple. To be eligible for the prize - a Digital Deluxe Edition Steam key of Might and Magic X, which includes the preorder DLC and all that jazz - you need to submit, by posting it in this thread, one of the following thingies:

- A design for a Might and Magic class. The entry must include at least one MS Paint/Photoshop picture illustrating the class, plus at least a couple of sentences to describe it.

- A pitch for a turn- and party-based first person CRPG. How would you pitch a turn-based blobber to a publisher? The pitch can be just text, a video, or a slide-based presentation. It should also read like a potentially successful pitch, naturally.

- A convincing argument to play Might and Magic IX. Yes, you've heard it right: Might and Magic IX. Will you be the first person to ever come up with such an argument? (No less than a full paragraph long, of course.) The accolades, and a copy of MMX, will be all yours.​

The contest will run for the next few days, at least -- depending on how many entries we get, and how quickly. We have at least 3 Digital Deluxe Edition keys to give away as prizes. Maybe more, if the entries are good enough. Maybe less, if most entries suck. So if you'd like a Steam key for the next great title in the Might and Magic series, do join in!

P.S. Multiple entries from one person are allowed, in case you want to increase your chances of winning.

Well, if I was going to make a pitch about producing a blobber, it would heavily invoke Skyrim, Japanese gaming culture, and fatigue from a market dominated by first-person shooters. It would work from the premises that suits don't really understand how gaming works and are susceptible to bullshit, and also that the most effective lies are 90% truths.
 

Dyspaire

Cipher
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Messages
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Annapurna - The Prison Planet RPG


Annapurna -Dwarf planet. Diameter - 3635 km. Gravity - 1/6th Earth Standard.
Composition - nearly solid iron ore. Atmosphere - none.

Annapurna was chosen for the regularity of it's orbit around it's gas giant parent, for the extremely dense rock of which it is made,
and for the remoteness of it's location. This gas giant, Diagen-9, orbits its red giant star at a distance of nearly 75AU. It is cold, dark, desolate, and alone.

Annapurna is honey-combed with natural tunnel systems which were relatively easy to convert into a super-maximum planetary prison.
Only a small segment of these natural tunnels were converted into the prison complex in which you are now held.

Imagine a cross between the Crematoria segment from the Chronicles of Riddick, the self-contained multi-level dungeon from Ultima Underworld,
and the grid-based gameplay of Wizardry 7.

Start with a bit of Dante, add a dash of System Shock and half a teaspoon of Bioforge,
and maybe even a reference or two to The Devil in the Dark episode of TOS, and baby, you got yourself a stew goin'.

You have been imprisoned on Annapurna, the 3rd worst publicly acknowledged prison planet in the local sector.

Your Sentence: the duration of your natural life

Your crime: Classified

You awake in your cell to near silence, only the hum of a still-active ventilation system filling the void.
The lighting system has failed, with only a backup battery system providing some dim illumination. The door to your cell hangs slightly open.

The guards seem to have disappeared. Your only choice is to move forward, searching for clues as to what has transpired,
perhaps finding some allies amidst the mystery. With a little luck, maybe you can find a way off this hell of a rock.

Thirty-Seven levels bored into stone bordering on diamond in strength. You are imprisoned on level Twenty-Six.

Choose your team of six from a cast of characters reminiscent of Jagged Alliance.

Or, create your own.

Work together using your pooled skills and abilities to reach the surface and hopeful escape.

Skills would include:
Lockpicking - (naturally)
Hacking - (naturally)
Construction - build items and weapons from debris found throughout the complex.
Climbing -
Bartering -
Firearms -
Hand to hand -
Etc -

Fight your way through other prisoners trying to make their own escape, security droids that remain active, and things in the dark yet undiscovered.

There is rumor of at least one lifeboat still harbored at the port far above. Room for half-a-dozen to make their escape, at most.

One more thing. You faintly hear what can only be described as an almost sub-vocal roar, periodically emanating from the darkness below.
 
Last edited:

eric__s

ass hater
Developer
Joined
Jun 13, 2011
Messages
2,301
Wanted to make a vid but my computer's been acting up, I'll try to have something in by tomorrow. My submission is an actual game idea, not a joke : (
 

DaveO

Erudite
Joined
May 30, 2007
Messages
1,258
I'm not sure if I'll be able to top my first entry, but here goes. Everything in my new attempt is either from the manual or the box of MM9:

1. You're never seen Might & Magic like this.
Boy, I'll say in spades.

2. A new dimension of RPG.
Which dimension?

3. System requirements
Great mental fortitude and legendary perseverance to see this entry to its conclusion.

4. Always Run
Run away! Run away! (Monty Python reference)

5. The Sea of Mist
If an underachieving game is not enough for you, perhaps this book would be up your alley. The leaflet advertises the book as the next great thing since Conan the Barbarian or Lord of the Rings. One of only three books set in the Might & Magic universe!

6. A welcome letter from John Van Caneghem
I would not hold my breath waiting for a letter of apology.

7. Y - Yell
In frustration!

8. Wrath of Bugs
Appropriate, given the unfinished nature of the game.

9. The Great Cataclysm
How to trash a franchise.
 
Self-Ejected

Bubbles

I'm forever blowing
Joined
Aug 7, 2013
Messages
7,817
Eh, the Divinity Alpha contest has been running for over a month now, what's the rush with this one?
 

Crooked Bee

(no longer) a wide-wandering bee
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In quarantine
Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire MCA Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire
Eh, the Divinity Alpha contest has been running for over a month now, what's the rush with this one?

DU's just lazy and slow :M

Also, this game is already released so people may want to play it sooner rather than later. I know felipepepe would like to, for one, provided he wins a copy.
 

eric__s

ass hater
Developer
Joined
Jun 13, 2011
Messages
2,301
Sorry I took so long! Been busy! I actually made a video for this but it's awful and dry as fuck so I'll post my pitch idea in text instead.

Mystical greetings. I'm Richard Garriott. You may know me from my work on Tabula Rasa.

Fyaac11.jpg

Me.

In dungeon crawlers like Might and Magic, Wizardry, and Legend of Grimrock, we make our characters but don't have any real understanding of who they are. Why are they together? How do they interact? What are they like? How do they live? In most of these games, our characters aren't people, but arrays of numbers that we use to make enemy numbers go down. What I'd like to see is a first person dungeon crawler built on the Wizardry model that explores these questions and that's what my game proposal, which we're going to call Spelunkings for now, is about.

There are two core concepts behind Spelunkings. The first is that every character has a handful of random personality traits that determine their behavior and how they interact with other people. A greedy character will demand a greater share of found loot, perhaps going so far as to steal from other players or betray the party. Cowardly characters might run away if they get hurt during combat; excessively brave and boastful warriors might overevaluate their abilities and get themselves killed. The sanctimonious monk might refuse to work with the heretical alchemist, a racist gnome may refuse to help or even adventure with orcs and elves. Likewise, kind, loyal and dependable characters will find it easier to cooperate and synchronize their abilities with others. Every character has their own agenda that's determined by a combination of their personality traits, class, race, religion, personal wealth, reputation and skill level.

iiLiIbE.png

The party system in Ishar is a pretty big influence on this idea. Characters vote who leaves and joins the group.

The other core idea of Spelunkings is that you're living the life of an adventurer. Adventuring is usually portrayed as a full-time occupation in most games, almost a business, but I think it's different. I think the way adventurers live is similar to how sailors or oil rig workers live - they spend a short period of time doing extremely demanding, high-risk but high-pay work, spend the next 4 weeks blowing all their money until they're broke and then sign on with a new crew to go back. In Spelunkings, you play as a single adventurer that joins existing parties for dungeon excursions. As you adventure more, you acquire a reputation based on your reliability and skill and become friends with other adventurers with compatible skillsets and personalities, eventually becoming reputable enough to start your own party.

At the start of Spelunkings, you're a weak, solitary adventurer with no reputation, no connections and very few skills. You cruise taverns and other outlets for groups of adventurers looking for someone with your skills. If you meet their requirements and if enough of them like you, you can sign on as a member of the group. Because you're not the leader, you don't control the party in the dungeon, but instead play the game through a series of choose-your-own adventure vignettes that play dynamically on character personalities. You also fight in battles, but only control your character. If a battle isn't looking good, you can ditch your group, but at the expense of your reputation if they make it.

Through multiple successful dungeon excursions and good performance, you acquire reputation, experience and friends, eventually accumulating enough clout to start your own party, which marks the beginning of a more traditional dungeon crawling game segment. Characters could come and go depending on how compatible the personalities of your party members are, how consistently successful your dungeon excursions are and if they consider you a good leader. As characters begin to trust your leadership more, you can control them in combat. The game becomes as much about building and maintaining a strong, compatible party as it is progressively exploring a dungeon.

k6n8Zsz.png

In Sorcerian, characters have occupations outside of adventuring. It's also a pretty big influence on this concept.

Another thing I want to emphasize is that this isn't about plumbing the depths of characters' psyches, this is about Wizardry-style characters dynamically reacting to and cooperating with one another. What I've learned from games like Crusader Kings and Dwarf Fortress is that the best game stories unfold within the framework of the mechanics. A greedy thief will run off with the great treasure you've just found. Someone unsatisfied with a party might quietly disappear never to be seen again. People come and go, lives are expendable, everyone's out for themselves because you kind of have to be a psychopath to take up this lifestyle to begin with.

So ultimately, Spelunkings is as much a first person dungeon crawler as it is an adventurer simulator. Its simulation aspects take inspiration from games like Ishar, where party members vote on who joins and leaves your group, Sorcerian, where party members have jobs and live their lives in between each adventure, and Wizardry: Tales of the Forsaken Land, which has a complicated party trust system.

Also it's a pay to win MMO with microtransactions and mandatory Facebook integration.

It's a lot of text, I can understand if you don't want to read all that crap so I'll recap the main ideas here.

  • Spelunkings
    • Core Concepts
      • First person dungeon crawler built on the Wizardry formula
        • Town as central hub for party
        • Explore dungeon, progressively getting further
      • Create and play as a single character
        • Start out as a member of other people's parties
        • As you build up skills and reputation, you can assemble your own
      • Social sim components
        • Characters dynamically behave differently depending on randomly generated personality traits
      • Live the life of an adventurer
        • It's real fucked up
    • Social Sim
      • Personality traits
        • Except for the character you create, everyone in the game is randomly generated
        • Every character is generated with personality traits that determine their compatibility with other characters and the behavior of their AI
        • Examples of traits can include greed, kindness, psychopathy, piety
        • Combination of personality, race, class, religion, personal wealth and skills determine character's agenda
          • Greedy thief might steal the great treasure you've found
          • Two incompatible characters might fight one another, cause internal conflict
          • Racist characters will not want to be with people they dislike
          • Higher level adventurers won't want to be with lower level adventurers
          • Kind, tolerant characters cooperate better with others
      • Building a party
        • You start out inexperienced and with no reputation; need to join existing parties
          • Parties accept or reject you based on your personality traits, skill, class, race and so on
          • You don't control party, only yourself; play initial game through series of choose-your-own adventure vignettes that play dynamically on party members' personalities
          • Gradually grow stronger, wealthier and acquire reputation
          • Parties come and go, join and leave parties based on compatibility, skills, reputation
        • When you acquire enough reputation, you can form your own parties
          • Search taverns, monasteries, academies, whatever for people who could potentially join
          • Randomly generated characters have personality traits; interact dynamically with other party members and are admitted only if majority of party members like them
          • You control party movement in dungeon
          • As you build trust with party members, you can control them during combat
          • Incompatible party members may leave, roster constantly changes
          • Gradually make friends, build trust and loyalty within party
      • Party Member Interaction
        • Party members interact dynamically, not through scripted events
        • Personality affects combat AI
          • Character that does not like another party member may allow them to die
          • Characters that get along will help one another
          • Cowards will run in battle
        • Personality affects non-combat behavior
          • Greedy or excessively prideful characters will want greater share of loot or even steal and run away
          • Party members will not want characters with incompatible personality traits/races/classes to join group
          • A character's agenda is never clear but becomes more explicit the more time you spend with them
        • In general, people willing to live adventurer lifestyle are self-serving psychopaths
          • Finding a stable group can be difficult
          • Most people are in it exclusively for fame and money
            • You too probably
    • Gameplay
      • Combat
        • Turn-based combat similar to Wizardry, Might and Magic
        • If you're in someone else's party, you control only your character
        • If you have your own party, you build loyalty and trust over time, eventually allowing you to control all members that trust you
        • AI-controlled party members act according to their personality and relationship with other characters in the group
      • Exploration
        • Not leader of your own party
          • Do not explore dungeon in first person
          • Instead experience dungeon through choose-your-own adventure vignettes and occasionally fight battles
          • Party members dynamically react to choices you make
        • Leader of your own party
          • Explore dungeon in first person, traditional dungeon crawler
    • Don't steal my idea
      • Don't steal my idea

Okay so there's that
 
Last edited:
Self-Ejected

Bubbles

I'm forever blowing
Joined
Aug 7, 2013
Messages
7,817
Great idea, but sounds like an absolute nightmare to balance.
 

Crooked Bee

(no longer) a wide-wandering bee
Patron
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Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire MCA Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire
Alright, thanks everyone, we have lots of entries already so the contest is closed.

Now the staff will vote on the submitted entries and choose the winners. Then I'll announce the results.
 
Self-Ejected

Bubbles

I'm forever blowing
Joined
Aug 7, 2013
Messages
7,817
Do you rather see this as a roguelike or as more of a traditional RPG?
 

eric__s

ass hater
Developer
Joined
Jun 13, 2011
Messages
2,301
Do you rather see this as a roguelike or as more of a traditional RPG?
Yeah, it's definitely built on the Wizardry formula. The dungeon could be randomized I guess but it probably wouldn't be as good that way.

There are two games that we can look at as examples that do things like this. The first is Crusader Kings.

Y9OXOSA.png


On the right side of of the box, you can see the guy's stats. Underneath them are a number of personality traits; he's charitable, gregarious, cruel, other things. These traits affect how others see him and how he sees others, but they also influence his AI. Zealous characters are more likely to fight holy wars, trusting characters are more easily taken advantage of by their courtiers, lunatics can be just plain erratic. These traits are randomized per character, you don't get to pick them and can even change over time.

The other game is Jagged Alliance.

jDRWn0J.png


You know how all the characters have personality quirks? Sometimes Fidel (I think it's Fidel) will stop in combat and fixate on a single target. You can no longer move him, the only thing he does is attack that one target until it's dead. Wolf aims better when nobody is near him. Or how characters who don't like each other will get mad and even fight each other? These are all hard-coded. They happen because they programmed all this stuff to happen specifically to these characters. But what if they happened because Fidel is stubborn and Wolf is anti-social and they could happen to anyone who was stubborn or anti-social? Characters with enough opposing personality traits (cruel and kind, introverted and extroverted, boastful and humble, reckless and cautious) would dislike each other. And because there's an underlying system to it, randomly generated traits, it could allow for infinite characters interacting dynamically in an infinite amount of ways. And that could be pretty cool.

So this is a concept that could be applied to roguelikes for sure, but in my mind it would be most interesting in a first-person dungeon crawler.
 
Joined
May 1, 2013
Messages
4,505
Location
The border of the imaginary
  • Spelunkings
    • Core Concepts
      • First person dungeon crawler built on the Wizardry formula
        • Town as central hub for party
        • Explore dungeon, progressively getting further
      • Create and play as a single character
        • Start out as a member of other people's parties
        • As you build up skills and reputation, you can assemble your own
      • Social sim components
        • Characters dynamically behave differently depending on randomly generated personality traits
      • Live the life of an adventurer
        • It's real fucked up
    • Social Sim
      • Personality traits
        • Except for the character you create, everyone in the game is randomly generated
        • Every character is generated with personality traits that determine their compatibility with other characters and the behavior of their AI
        • Examples of traits can include greed, kindness, psychopathy, piety
        • Combination of personality, race, class, religion, personal wealth and skills determine character's agenda
          • Greedy thief might steal the great treasure you've found
          • Two incompatible characters might fight one another, cause internal conflict
          • Racist characters will not want to be with people they dislike
          • Higher level adventurers won't want to be with lower level adventurers
          • Kind, tolerant characters cooperate better with others
      • Building a party
        • You start out inexperienced and with no reputation; need to join existing parties
          • Parties accept or reject you based on your personality traits, skill, class, race and so on
          • You don't control party, only yourself; play initial game through series of choose-your-own adventure vignettes that play dynamically on party members' personalities
          • Gradually grow stronger, wealthier and acquire reputation
          • Parties come and go, join and leave parties based on compatibility, skills, reputation
        • When you acquire enough reputation, you can form your own parties
          • Search taverns, monasteries, academies, whatever for people who could potentially join
          • Randomly generated characters have personality traits; interact dynamically with other party members and are admitted only if majority of party members like them
          • You control party movement in dungeon
          • As you build trust with party members, you can control them during combat
          • Incompatible party members may leave, roster constantly changes
          • Gradually make friends, build trust and loyalty within party
      • Party Member Interaction
        • Party members interact dynamically, not through scripted events
        • Personality affects combat AI
          • Character that does not like another party member may allow them to die
          • Characters that get along will help one another
          • Cowards will run in battle
        • Personality affects non-combat behavior
          • Greedy or excessively prideful characters will want greater share of loot or even steal and run away
          • Party members will not want characters with incompatible personality traits/races/classes to join group
          • A character's agenda is never clear but becomes more explicit the more time you spend with them
        • In general, people willing to live adventurer lifestyle are self-serving psychopaths
          • Finding a stable group can be difficult
          • Most people are in it exclusively for fame and money
            • You too probably
    • Gameplay
      • Combat
        • Turn-based combat similar to Wizardry, Might and Magic
        • If you're in someone else's party, you control only your character
        • If you have your own party, you build loyalty and trust over time, eventually allowing you to control all members that trust you
        • AI-controlled party members act according to their personality and relationship with other characters in the group
      • Exploration
        • Not leader of your own party
          • Do not explore dungeon in first person
          • Instead experience dungeon through choose-your-own adventure vignettes and occasionally fight battles
          • Party members dynamically react to choices you make
        • Leader of your own party
          • Explore dungeon in first person, traditional dungeon crawler
    • Don't steal my idea
      • Don't steal my idea
Okay so there's that
:bounce: :bounce: :bounce:
So when are you Kickstarting it?
 

The Ticktockman

Scholar
Joined
Nov 11, 2007
Messages
344
Location
Austin, TX
Is there an ETA on when winners will be announced? I'm jonesing to play this game but I've been holding off on buying it just in case I win a copy.

Sent from my Nexus 7 using Tapatalk
 

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