Personally, I'm trying to get my book edits off the ground. But I'm also working on little bits of worldbuilding for a new story. I'm curious if other people are working on some creative project and I thought it would be cool to see where we're all at.

Maybe we could even coordinate together (in a safe way to prevent doxxing ourselves) and get collaborative projects going.

I have a background in writing and some free time with this temp gig, so if people want to reach out on their projects, anyone can feel free to DM me. Even if it's just feedback.

  • TheBroodian [none/use name]
    ·
    3 years ago

    Thanks! I agree! Friends have been trying to tell me to play Triangle Strategy lately, but it doesn't have the same charm that Tactics had. No other game really ever has.

    • Alex_Jones [he/him]
      hexagon
      ·
      edit-2
      3 years ago

      I'd say a closer comparison would be Divinity Original Sin 2. And even then, only in combat system. If you used an engine like that for combat, I'm sure the story elements would come naturally.

      Spoilers for the game

      spoiler

      The most left-leaning ending, giving a fraction of divine power to everyone is considered a bad ending because not everyone can be trusted with that power.

      The most optimistic ending is for you to go 'great man' and be the super living god to guide the world. That's about as deep as the game goes, but it's an incredibly fun and dense game.

      • TheBroodian [none/use name]
        ·
        edit-2
        3 years ago

        Divinity is REALLY good, but I really can't associate it with Tactics because, on the one hand, its combat is just so much more sophisticated. I think part of Tactics' charm comes in large part from it being so close to a grid-based board game, and is in many ways very simple. And on the other hand Divinity is just so invested in allowing the player to have a personal role in the plot, whereas Tactics' plot doesn't have any forks (and it's fine that way).

        I'm really trying to preserve a lot of the basic nuts and bolts of FFT, I'm not much interested in altering it except for in ways that I have to in order to not get some sort of copyright claim, and in plot because there's no sense in retelling the same story twice.

        • Alex_Jones [he/him]
          hexagon
          ·
          3 years ago

          Those are very good points. There were a lot of special things about tactics I can't replicate in other games.

          I still remember Kaplan, my Dragoon, Drake my White Mage, and Dawson my Samurai.

          I was able to care about them and their role in the story, even if they didn't have any lines or say in the events unfolding around them.

          • TheBroodian [none/use name]
            ·
            3 years ago

            Hell yeah, I remember having personal attachments to my army crew, too. Not many games out there that have made me feel that way. Disgaea came close, but the Disgaea plots are just too juvenile for me to stay invested long enough to finish any of them (much less level any characters into the 1000's)

            • Alex_Jones [he/him]
              hexagon
              ·
              3 years ago

              Oh my god yes. I tried to connect with my generics in disgaea and couldn't take the story seriously enough to get invested.

              • TheBroodian [none/use name]
                ·
                3 years ago

                That has been a very frustrating experience for me, because on the surface it seems like I should really like Disgaea, and I think if Disgaea were just an anime, I could see myself being into it, but mash the plot/themes/characters and the game format together, and it just doesn't click with me anymore.

                But yeah, if I could recapture any of that magic that FFT had, I'd be ecstatic