Whoah, intense stuff guys :D Nary a day on the internet without some pulse raising excitement. Since I've gotten very similar stuff for my writing in Estonian, about this very same world, maybe I can offer some insight. People are used to neologisms in non-modern settings. It doesn't really cross anyone's perceptions of reality if it's removed by an ocean of time and philological space. Hyperjack, yeah, that's probably gonna happen. Liewennyn is a thing. Sure, in Golmiriel. I know all about it. I permit Liewennyn, it doesn't intrude upon my reality. But this world does intrude, it's modern (yet alien) so the neologisms here hit closer to home. They seem like they want to add to our language directly, comment on our times and so on. So some of them WILL seem uncanny.
On top if this, when you're coming up with neologisms, not everyone is going to like all of them. In smaller languages where there's a drought of words, every now and then a language inventor comes along and proposes like 2000 new words. Maybe 20 stick.
This conversation here... I expect there will be MANY more like it.
This, the writing is truly something else.
In short: the English language -- we're going to ride it like we stole it. English isn't the most successful language in the world because it's exclusive. It's a potpourri of creoles, that's why I like it. That's why I agreed to give up my own language in favor of English. (Well, that and money)
I just read the new devblog. Damn, that's interesting. I really hope you guys succeed with providing a great experience.
How much do you focus on replay value? In a game like this, it'd be great to see more than a couple of different outcomes.
There are more than a just a couple. And the different outcomes start straight away, in the beginning of the game. It then slowly cascades as you go along. Think of it as a complex mutating strain. As of now the plan is to have the whole of Martinaise an "open world." We have a moniker of confidence it can be done / is being done. So the order you approach things plays a huge (maddening to write) difference. Also, consider your average day. Most of the permutations that take place, that give you an illusion of change, are withing your own head. Talking to yourself. Forming an opinion on the world, controlling your mood. We've done that in an RPG. Many of the dialogues you have in No Truce are with yourself, inner monologues with the skills I posted about. The philosophical, stylistic, moral ideas you develop in these conversations also ripple. The biggest choice and consequence we have is the ideological one, where you shape a personal world view and an attitude: will you start wearing a tracksuit? Do you start drinking? Do you add just a tiny bit of misogyny to your otherwise pristine progressive pallet? When you go back and play it another time, it's great to see what happens if you try different things in your head. (And yes, there are also KILL / SPARE HIM moments, but done more tastefully. They're just useful story devices to employ every now and then.)
As to replay value: immense, to be honest. Our producer has played the beginning over ten times now and he's still finding out new things. And that's just the intro sequence, the first two or three hours, with little mutations. I really feel like I need to flaunt this today :D. From what I've heard and seen of Age of Decandence, it seems a bit in that direction. More replay than Planescape: Torment, to be honest. That game was pretty linear, although brilliant.