The Gaming Blender

The Creators: Motion Controls in a Universal MMO

July 18, 2023 Matt Culmer Season 1 Episode 43
The Gaming Blender
The Creators: Motion Controls in a Universal MMO
Show Notes Transcript Chapter Markers

Fancy setting us a gaming challenge? Get in touch here!

Ever wondered how hilarious it would be to design a video game based on wedding planning? Tune in to this week's episode of Gaming Blender where Scott and I, your co-hosts, bring our wild imagination to the stage. 

We don't stop at just imagination. We're taking it a notch higher as we conceptualize a tactical game inspired by the likes of Age of Empires, but with a twist - it's set in an evolving universe. Picture this: you're a god in a galaxy, creating life forms, strategizing attacks with your race, and guiding civilizations. And just when you think it can't get any more exciting, we throw in loot boxes, rival gods, and a race for universal dominance into the mix. If the idea of a changing pantheon adding a unique twist to the game intrigues you, then grab your headphones and join us for this episode. Imagination, laughter, and gaming insights guaranteed!

Thanks for listening and please leave us a review and subscribe if you enjoyed it. It really helps us out. https://podcasts.apple.com/us/podcast/the-gaming-blender/id1597738101

Also please get in touch with us at @gamingblendpod or thegamingblenderpod@gmail.com with your ideas for new games and challenges.

We have begun to update our YouTube channel with video playthroughs and we hope to put more up there soon https://www.youtube.com/channel/UCZTPuScm5BTf8DdwvaCj0jQ

Keep blending!

Speaker 1:

Hello there. I thought you'd like that, Scott. I went for hello there.

Speaker 2:

Sorry, I didn't rise up for my benefit. I thought you were.

Speaker 1:

No, no, no, no. I just thought you'd enjoy the little Star Wars reference. Hello everybody, and welcome back to the Gaming Blender podcast, the hypothetical gaming podcast, where we create brand new games out of randomized mechanics and randomized genres and randomized narratives. I am here with my good friend.

Speaker 2:

Oh, my name is Sam. Yes, I am Scott. Yes, hello Back again. And actually, Matthew, it's hello there. That's the way you do the OVY. Is that better? Hello there, that's better.

Speaker 1:

That's better. Okay, thank you, You're gonna go hello there.

Speaker 2:

There's a certain little to the way it's said. I do apologize for my little.

Speaker 1:

You know you should but this is the gaming podcast, so we cannot get too hung up on how you and McGregor randomly decided to speak in some franchise that I'm not familiar with. No, no, please carry on Widening them up Anyway. So, scott, how was your gaming week been? How was games treating you?

Speaker 2:

I'll be honest, it's been quite quiet for me over the last week or so, but I'm building up to the full release I think I mentioned it a couple weeks ago of Baldur's Gate 3. And the reviews that are coming out from people who have played.

Speaker 1:

Yeah, we mentioned that in the last week's episode.

Speaker 2:

yeah, yeah, the people who have played the full whack the reviewers have had a really good. They think it's amazing, so I'm very excited about that. What about yourself?

Speaker 1:

I'm preparing myself, but for a different. I'm gonna go on a bit of an indie binge. I've decided when I have some time because, as you Well you know, I'm currently in the midst of planning a wedding, which means my free time has been squeezed out of my week brutally and without any due care. I say that and I'm very aware that my fiance listens to his podcast and I'm in for trouble when she listens to this episode.

Speaker 2:

However, you may understand that flowers and table decorations, chairs all these things are far more important than you or your life.

Speaker 1:

I think I said this before there should be a game for Wedding Planner. Wedding Planner 07.

Speaker 2:

I play that Wedding Planner 2023. We're not too deep into it. You could have the. The brides could be of different brideszilla gauges.

Speaker 1:

Yeah, you do it on a personality.

Speaker 2:

yeah, and they could fling between, based on what's happened, they could become more brideszilla or less brideszilla.

Speaker 1:

Oh, this is actually. Should we just Stitch the podcast?

Speaker 1:

Anyway that is a taster of what's to come, because that is quite literally what this podcast is about. This podcast is about creating games out of nothing, randomising genres and taking a genre you never expect and putting it together a mechanic you never expect. But before we jump into that, scott, there's a question. Actually I was tempted to ask you, which was what video game means the most to you. Now, this doesn't have to be best video game. Like lots of some people, it is the best video game, so, for example, mine is one of the ones. That means the most to me is the last of us, the original one, because it was the moment I realised that gaming could be my favourite medium. It could be a great story, it could be a great, so that was the moment where it clicked for me. I don't know, do you have something similar?

Speaker 2:

Yes, so I'm a big fan of Final Fantasy, more the older Final Fantasies than the crop of newer ones. The less final ones, yes, very good, but most people who are Final Fantasy fans hold up number seven as the pinnacle, which obviously the one that's currently being remade. They've done the first one. They're going to release the second half of it soon Rebirth.

Speaker 1:

I think it is Final Fantasy VII rebirth, re-jun, re-joined, re-cold, Re-something.

Speaker 2:

And while an excellent game, I never played it when I was young. I've never played the remake, which people who are Final Fantasy fans will want to shoot me for. But for me I fell in love with Final Fantasy IX when I was asked a bit about seven or eight when it came out.

Speaker 1:

I think a lot of people like IX. I've heard a lot of good things about it.

Speaker 2:

I've never played a Final Fantasy game. Nine is, which is fine. It's term-based and it's very. You have to like that sort of game to fall into it, but it's very charming. It's set in, it's less sort of Final Fantasy-esque in terms of there's less sort of technology and it's very medieval. So more like 16, the more recent release. Yeah, kind of, and the story was excellent and the characters were charming and it means a lot to me.

Speaker 2:

I've got the remastered version that you can get on PlayStation Store and it's still excellent, even with this sort of the outdated or old graphics I should say rather than outdated.

Speaker 1:

I've heard the score is phenomenal.

Speaker 2:

The score is outrageous For a game from 90s or, yeah, late 90s or very early 90s, I forget, I would not know. It's excellent and I think that means the most to me, and I think my brother as well. The both of us grew up playing that game. So yeah, final Fantasy IX is going to be my final answer. Final answer.

Speaker 1:

Would you assure you don't want to phone a friend.

Speaker 2:

I'm pretty sure that's a who wants to millionaire joke, in case there's anyone who doesn't get to who wants to. It's a very specific joke.

Speaker 1:

Anywho, that was essentially that was, finding out about Scott's life. That was a little section we do at the start of everyone. But, as I mentioned, yes, this is the gaming blender. We will be dropping Scott in it methodically and literally when we ask him to essentially pick a randomized genre, followed by a few randomized mechanics, which will then merge together as a duo and then even add on a narrative at the end. And last week I was very happy because I got to have a train game which was fun.

Speaker 2:

He's finally come on is. He's finally managed to get to take trains into a game. So I've managed to. It's a bit like when you know listeners when you went, you know if you get married and your partner wants children. It's a bit like buying a dog to sort of forgo the sort of having a child. It's a delaying tactic. I know that at some point he's going to come back and want to put trains in a game again, but at least now it's delayed, it's done for a bit.

Speaker 1:

Oh feel free to thank me on you know, you know on Twitter or whatever, when, well, and a little shout out for a fantastic comment about from the YouTube of best guest who said that the way he would do it would be by transporting nuclear waste.

Speaker 2:

Would be his with limited amount of time, I did see that one. You have your, here is your. Here is your your steadily degrading nuclear isotope, I think you had like a mining. He said like a mining cart, you have a mining car as a nuclear isotope. Good luck.

Speaker 1:

Extremely, extremely, very, very funny man. Please check out his videos if you are listening to this. But any who I feel like we should jump into the first to into creating the today's game. And Scott, you're you're being police today. I'm going to police you. Oh, okay, I'm not being policed. You are being policed because we know for a fact and this is a podcast realized that you cannot hold more than two numbers in your head at the same time.

Speaker 2:

No, I can't my my math, my math is no good.

Speaker 1:

Yes, your machine? No, it's not your math no good, your math for good. You just for some reason just like you just remember a number in like 14. Okay, pick another one. Thank you very much, but I will stick with 14.

Speaker 2:

I've been told my England is not good and I my England no good. And my number no good Anyway.

Speaker 1:

So what I've prepared, I've prepared dice, so we have dice I like dice. I know you love a good dice, so we will roll them and I'll reveal to you what your challenge is. You are still leading on the creative side. However, I am taking the numbers away, taking numbers away. We're going to start with the genre. Okay, I suppose you just tell me when to roll. Just just give me a trigger, please roll roll those dice I should be rolling.

Speaker 2:

you know you're taking away a basic, a basic pleasure of mine.

Speaker 1:

Basic human right. So I have rolled and we have a genre. Okay, what is? It Do you want to know what it is.

Speaker 2:

Yes, I do.

Speaker 1:

We have an MMO, okay, and we don't have an MMO angel mass, massively, multi, massive, multiplayer online. I completely messed up that you did.

Speaker 2:

Yes, okay, we've done with this for a while.

Speaker 1:

I don't think no world of Warcraft being a good example of that, the one we played together, which I could have read, the Star Wars one, but it's still around. There we go, there we go, so that please your genre.

Speaker 2:

sir, please roll my mechanics.

Speaker 1:

They are rolling. They're still rolling.

Speaker 2:

I understand viewers. This might be slightly anticlimactic and I'm still rolling.

Speaker 1:

What it's still over. Oh, I can. I can stop them.

Speaker 2:

It would be slightly more climactic listeners, but unfortunately my co-host is an idiot.

Speaker 1:

Anyway, this has been the gaming blender and one man can't operate, a simple dice. No, I operated it, I just didn't like the result, and I'm going through a problem with the dice, I feel, yes, this is, this is the problem. Okay, one fits, one doesn't.

Speaker 2:

Okay. Oh, that was the point, isn't it? They're not meant to fit.

Speaker 1:

Well, no, they're not meant to fit, but how much fun are you going to have the next 20 minutes, so one of which being loot boxes?

Speaker 2:

Okay, I hate loot boxes. I know you hate loot boxes.

Speaker 1:

That does fit, because in an MMO you are upgrading gear, you're trying to be better, you're trying to improve. Yes, true, the next one is motion controls.

Speaker 2:

Really Motion controls.

Speaker 1:

So not ideal. And I think what we're going to do is we're going to police this slightly, because I am aware, ladies and gentlemen, listening, that if you say motion controls, everybody naturally goes okay, well, you can do a sword or you can do a gun. I feel like we've got to do something different. I feel like we've got to stand. We can't just have like a spectacle, we can't just have a fighter.

Speaker 2:

No, okay, I mean yeah, there's no Okay. So are we suggesting? So Park MMO for a minute, because I think motion control is going to take over here. Loot boxes, you can, you can very easily fit in motion controls. I think is going to become the crux of this. So what do we think? Do we think some sort of like connect type system where it monitors your, where it monitors your movement with a controller, or are we talking to do we need to do something that's VR based?

Speaker 1:

Well, maybe that's. Maybe let's try and park VR, because I think that is easy to do. Again, just go, it's a VR game and then you're done, and that's a bit easy. So I think we have to be slightly more off base we can. I would also say let's ditch the connect, because it never worked. Yes, so I think don't be worried about creating a controller for all. For example, you've got the Nintendo switch controllers and the actually, and obviously, on the dual sense, all motion controls are built in, so you do have plenty of stuff that you can use, and it doesn't have to be. It's just how do we implement? How do you think you want to implement a motion control in an online game if it's not fighting?

Speaker 2:

I mean racing works because you can do directional stuff, and then that I suppose you could do. You could do a similar thing for sort of flight controls, whether that be in space or whether that be in an airplane or helicopter. You could. You could do motion controls with, with flying. This is going to be very brainstorming. I think this one have you got it. I feel it is. I feel like you literally.

Speaker 1:

We need to think about, like literally, what movements you can make. It sounds a really strange thing, but what can you do? So what can you do with your hands, quite literally? I mean, are there any games that you remember? I have? I have quite a funny idea. Okay, no, did that work? I?

Speaker 2:

don't know, you haven't said it yet what?

Speaker 1:

I'm imagining. Well, what I'm imagining is say and I know he said no VR, but let's say you can use VR controllers or trigger controllers or whatever it is. Imagine if you have like floating hands in a game where you can pick stuff up and stuff up and move it around. Yeah, so you're like a disembodied God, like being, and could you expand on that idea?

Speaker 2:

It's your God. The game is just called God. Oh you are.

Speaker 1:

God, no, but that could work. How about if you had, like a universe creator? You literally I know, I know maybe this might be causing someone's little laptop to explode when they try and load this one up but the universe creator. Imagine if you so. How would that work? Imagine you could. You could like position planets with your hands, like grab it, push it somewhere else, pick it up. And then you could be like, oh, I want, I want my son to be this angle, because that will get the most life on this planet. So you're like, yes, yes, yes, loot boxes.

Speaker 1:

Oh, you can unlock different planets with different with. You can unlock different planets with different climates for life and stuff like that. And as you unlock it, you also get bonuses, like you get an evolution bonus that you can put onto one of the worlds. So your men will evolve and the way you do it oh God, this is exploding in my mind now. What it actually is is essentially a tactical game, because what you are doing is starting from nothing. It's a bit like Age of Empires. You're starting with nothing, building your universe, like by grabbing planets, moving stuff around, and the race is to get a race strong enough to attack opposition, to essentially get get your universe to have a species that has evolved enough that you can then fight other people's universes. Okay, so it's FIFA Ultimate Team with a universe.

Speaker 2:

I see, I see, I see what you're going with this. So scale it back from universe and scale it down, to scale it down to sort of a solar system. Okay, so you are, oh okay, yeah, yeah, sorry, a solar system. Oh my God, I dropped my sharpshooter.

Speaker 1:

Where's he gone?

Speaker 2:

Yeah, exactly. So, yes, I think that could work. So you could have. You could have players dropped into a galaxy. All of the players are different gods and you can decide what sort of I don't know. You can decide what sort of god you are. You can, you know, do whatever you want with it. And then, yeah, so you could start off with, maybe you get to choose. Okay, at the start you get to choose. You start with the ability to make the sun, for example, and then you start with the ability to make one type of planet, so you get to decide what that type of planet is, and that one type of planet will determine what sort of life form you'll be able to create. So, let's say, you create a continental world, like Earth, okay, which is, you know, sort of like that sort of Goldilocks type planet.

Speaker 1:

And then, for some reason, I thought you were going to get like a continental breakfast, like Earth.

Speaker 2:

And then, and then, and then you can decide okay, you know, I'm going to make a mammalian species like humanity on this earth, or you could, you could create a planet that's like I don't know, venus, let's say, and it's a very hot world, and you know, let's say that means you can make some sort of reptilian lizard or I don't know. You know life doesn't exist on Venus, but you know what I mean. You, every sort of planet you try, you can create, will give you certain amounts of options for the life you can then create on that planet.

Speaker 2:

And then as you develop through, you can then unlock more planet types that you can then build on.

Speaker 1:

Does that make sense? Yeah, it does, but I think you've got to be. There's also a tactical element, to a sense that you can literally it's like a ranging unit because you can have. You could say, okay, right, I want some. I know that the human race that's used races. We know, for example, the human race are really good at building spacecraft, so they'll be great for transporting all my units around, so that'll be perfect. Okay, the lizard men of kefobobob are really good at taking hits and I want them to lead my line, so they can. I want to have an ice planet of some sort. I've got to have an ice planet so my son can't be too hot. Oh, but wait, the Martians make great bombs, so I'm going to need a really hot planet. That means maybe I'm going to have to do different things with my son and then the loot boxes can like get you bonuses on said planets. You can say you get a 10 degree cooler for the next X amount, next rotations around the sun. What would you say? What would you say?

Speaker 1:

Yeah, the sun Is the rotation around the sun. Yeah, no, it doesn't sound right there are journeys around the sun. You go around the sun Once around the sun, but either way you could get like a buff for the next few times you go around the sun.

Speaker 2:

Okay, okay, I think they're called solar cycles, aren't they?

Speaker 1:

So yes, yes, a solar cycle. I believe they're available on most washing machines. Terrible.

Speaker 2:

Okay, you know that could work. But so we're saying the general sort of gameplay is that you are a discombobulated hand thing that can basically manipulate stuff. So are we going from? I think what would be quite useful is, or what would be quite interesting is, if you could, you could guide your civilizations as God, as they sort of grow up. So you could have you, you know, you could have them starting as very primitive people and then sort of building them up.

Speaker 1:

That makes sense. I think you do need to, because you need to be some sort of evolution, because I think there's a risk and reward strategy on how your, your humans or evolve. So, essentially, if they don't, if you don't handle it right, your humans or your humans might come out more Neanderthals and might not have the expertise to build spaceships and you'd be like, oh no, I've kind of got to use them as cannon fodder now. Or your Martian bomb. Lizard men might not develop the ability to make bombs. So you're like, okay, well, what did they develop? Oh well, they're quite, they're quite good at sandwiches. Oh great, they can bring the picnics. So that's the kind of thing that they can bring the picnics?

Speaker 2:

Yes, it is. I hear that is an important job in war. Who's bringing the picnics? Chaps?

Speaker 1:

Who's on it specifically?

Speaker 2:

As all the soldiers eat is just picnics.

Speaker 1:

You know, they just no men's land put down. Put down a lovely, a lovely spread.

Speaker 2:

Hang on a minute and I, a nice flannel sort of big T cozy heaven, and sit down. This is delightful, yes, yes, nice ambiance of artillery shells exploding in the air.

Speaker 1:

Do you mind turning it down?

Speaker 2:

Yes, yes so that bit from this thing is in black and a shot up. Thank you, thank you.

Speaker 1:

But yeah, so that I think there's got to be a sort of risk award and you can be. A certain species can be a lot harder to develop, so you need the buffs. So again, let's say, those lizard people are really really hard to evolve. So you're like, right, okay, worth, that goes. Well, I need to get a certain amount of loot boxes. How do you get the loot boxes, do you think? How do you obtain them?

Speaker 2:

Because it needs to be transactions. No, no, I think I think you, you get them based on how your societies develop, so once they reach certain milestones, and those milestones can be divergent, so you could have when they invent certain things or when they develop certain modes of government. So, for example, they could, you could, you could decide I'm going to direct them down a democratic pathway of government and then they, and then they work their way up. Or I'm going to like a, like a spiritualist type, like a theocracy or or an auto or autocratic do you know what I mean? Like, and these are, these are the ways I want them to develop. And as they sort of achieve certain milestones, you unlock. You unlock loot boxes.

Speaker 1:

And I think maybe I don't know if it's going to go down. Well, go on. The one thing that obviously everyone hates about loot boxes apart from the sort of shady practices, but in gameplay, the thing that people hate is someone can buy their way to win. Yes, and essentially, just if you get good loot boxes, you've won already. How about? If you earn a loot box, you obviously have a great chance that you will get something nice in said loot box, and you have, and you have a. You have a really good chance personally. But you also give an automatic loot box to everybody else in your universe you're fighting against.

Speaker 1:

So it becomes a risk reward system of how advanced you want your civilization to be, and by taking that risk in getting a loot box, you're giving every. You might get the best chance of having something nice. You're giving everybody else a small chance getting something nice to make sure that there's always the opportunity of a level playing field. So you might have the. You might have a situation where someone goes I don't want to get any loot boxes because I don't want to run the risk of anyone else. I'm going to trust my tactics. Thank you very much.

Speaker 2:

Yeah, maybe you could do that. Yeah, potentially I might, that might work.

Speaker 1:

I think I hate it when I mean I've recently I do play the odd game, fifa Ultimate team, but you turn on and just like you have played your first game and there is no way you have got all of these players.

Speaker 2:

Yeah, yeah, you're just like what's the point? What is the point? You know, I have said many times in the podcast I hate pay to win. It's, it's, it's horrible, you know, you know, anyway, I won't go on my soapbox because I don't want to bore anyone on my views on pay to win, but I hate them. So this particular game not pay to win you can't do it at all.

Speaker 1:

There's no option, no option. And if you try and get ahead by getting loads of loot boxes, you have a chance. There is a chance of you empowering your enemy.

Speaker 2:

I like that. No, we'll go with that.

Speaker 1:

I'm just going to double up sword. I'm going to tweak it slightly, okay. So what it is is it presents, say that there are five, four or five of you in the universe. It shows you when you get the loot box. These are the rewards, these are the five rewards, so you can see what the chances are of you giving it to other people. So you can essentially look at it and make a tactical decision and go I really need that. But if I don't get that, someone else is going to get it. I don't think it's worth the risk.

Speaker 2:

Okay, yeah, no, that sounds fair. No, that sounds fair. Okay, you try and do a narrative.

Speaker 1:

Okay, I'm surprised when you just agree. I'm like oh okay.

Speaker 2:

I don't always poo poo your ideas Quite a lot. No, I don't. I went along with your train idea last time. I was like yes, yes, matthew, let's do trains.

Speaker 1:

But you've just, you've just admitted it was a delaying tactic, to put it can be two things. Anyway, I think we now have to put a plot against this, which is going to be interesting.

Speaker 2:

It's going to be like forbidden love.

Speaker 1:

isn't it Forbidden love? Well, you could have gods. Gods and love are forever entwined.

Speaker 2:

Well, so the story is is that the God that I created in love with God and the other side of the universe and we? We? Now it's? The relationship has broken down and now we hate each other and we must pit our people.

Speaker 1:

It's always about war, isn't it? Because obviously you could do. I don't know why we're going down this, because I've just rolled the dice and you haven't got love.

Speaker 2:

So that's good I was. I was giving you an opportunity to roll the dice while I was still talking. That was. That was what that was. That was me helping you out.

Speaker 1:

Oh, oh, sorry, I'm sorry, I didn't realize you. You were aiding my, my, my, my engagement.

Speaker 2:

I was just. I was just talking nonsense while you had a chance to speak back.

Speaker 1:

We do have a, we do have one, and I've rolled the dice and you've got number 19.

Speaker 2:

That's helpful. What is number 19?

Speaker 1:

Number 19 is maturation right of passage, coming of age, growing up spiritually or emotionally. Now I think this is rife for it, because you're going to. Essentially, it's like you're playing as a god. This is my first universe.

Speaker 2:

This is my first universe. My first sandbox. This is my first sandbox. I'm two years old and I'm playing with all my sand and then you get to like, you get to, you get to like. You're 52 years old and you go, I'm so, I'm so like what's the word? Jaded and bitter and grouchy. 49 of my universes have been destroyed by these. You know other people?

Speaker 1:

Other gods I don't these these new, new shot up gods, I mean god Maybe maybe Okay.

Speaker 2:

So maybe you have some sort of system whereby at the end, once the game is finished, so once somebody has won, okay, wherever it's you, wherever you've been defeated, whatever it is because I'm assuming you're doing like a one god takes over the rest of the universe type idea. So you're, you're sort of spreading, you're trying to get your followers to spread the religion of yours, and the only way to do that is through war.

Speaker 1:

Is that a. I mean this is as close. This is as close as it's divinity has been to robot wars.

Speaker 2:

Yes, oh, robot wars. Anyway, we're going to distract him about that. So what? You could have a system whereby your, you and your god change after each game in some way Right, and you get to choose how that happens. So I'm trying to work out a way of doing this, whether it were, where it's irrelevant whether you know, because you need to be relevant whether you win or get defeated.

Speaker 2:

So perhaps perhaps every time you win in some way, you could, you, maybe you could have different ways of winning. Maybe you don't have to win like in like in a lot of strategy games you can have, you can win by, like an age of empires. You can have a wonder win or a you know, or or or or or a or a resources win, or something like that. So maybe you have, maybe you have ones where there's a time limit to the game, by the end of the game, the people with the most followers. Let's say you can convert other people's followers. Let's say, you don't always have to fight, you can actually just you can send in spiritual missions to other people's solar systems and convert their populace. And let's say, by the end, you're the, you're the god who has the most followers, for example, so let's, so let's say, let's say at the end of every game.

Speaker 1:

That's quite fun actually, because I like the idea of you sending out some. You're sending out some warriors to to crush people like that person. That civilization isn't going to listen to me. However, that one, I can send embers through embersaries and they might.

Speaker 2:

Exactly so. Let's say, let's say, you can win through military might, through, you know, having having the largest empire, as it were, or having or having the physically the most followers. And let's say, at the end of each game, regardless of whoever you've won or lost, if you, let's say, you have one person, okay, said, this person was the best militarily, this person was the best you know in terms of followers, etc. Maybe then you get, you get rewarded with something that you can then spend on changing your god in a certain way and then therefore, achieving this maturation storyline. Well, that you know.

Speaker 1:

I mean you can. You can change your god's appearance and maybe you can change it. It'd be quite funny to change Because, let's say, you're doing the motion controls, you can move the hands around. It'd be quite funny. You can change like the hand, like the gloves you're wearing or whatever. But in terms of the maturation storyline, I think you you see a development in your god as they become more like, like the sort of god that you say. If you just win through military might, then your god will start to visually change into something that looks like Aries, for example.

Speaker 2:

Ah right.

Speaker 1:

Yeah, yeah, yeah. So you visually reflect the kind of victories you get, which kind of works, narratively, because that's the kind of god you're becoming and it's instinctive, isn't it? Because you'll probably do that more. But let's say, if you were I'm trying to think of any other example really they can say, if you were, like Hindu gods have gods of creation as well, don't they so say, you're a god that that spread and would often create incredible civilizations. And maybe you became more like a Hindu god, so that you visually, it can start to your god, can represent.

Speaker 2:

Obviously I'm not saying copy them like for like and it just be the other way, so just like a hodgepodge, but you can represent that in your in your appearance, maybe it gives you buffs towards that kind of gameplay. So, maybe, as you as you, as you, as you, if you are, if you become the god of war, essentially, if you become this god that Creates things to destroy others, then you get buffs in that general area, but you also get detriments in the other areas. Yes, so you know.

Speaker 1:

I really like yeah, because you're you're creating a class there off-class.

Speaker 2:

Basically, and I think if you, if you I mean we've only mentioned a few facets that you could do, but I'm sure there's loads more that we haven't thought of that you could, you could sort of create as well, and you could, you could have lots of divergent paths where gods could go down. Yeah, I think that. I think that would be quite cool.

Speaker 1:

I think that's really cool and I like the way it's sort of natural narrative as well. As you develop this did literally develop this new god and the god that Kind of has teachings and has things that he wants people to obey to, you could really develop, like build your own law. That would be a really cool thing that you could implement the like this god, like a biography almost of your god and and you were essentially writing your own mythology, anyway, what. I could go into hours on that because I really loved the way that that could be Developed.

Speaker 1:

However, we have come to the end of our time, so I'm gonna do a quick summary, while Scott's the after saying he no good English, has to think of a name. So we have got ourselves a motion controller MMO with loot boxes. The way we're going to do this is the motion controls. You're gonna have something in each hand and you're literally gonna play a god molding a solar system within a universe of multiple other players. The end goal is to essentially level up, slash, evolve your civilizations within your solar system to Defeat your opponents, and which could be in multiple ways. It can be through battle, it can be through getting followers, it can be through divine. Other ways I'm sure will come out.

Speaker 1:

And then the loot boxes section there. Essentially, every time you get to a certain level of civilization, you get a loot box which you can choose to open. However, if you choose to open it and don't get the top prize, everybody else in the universe gets a loot box to open in order to make sure everybody's fair and everybody has similar opportunities. The narrative is going to be one of metamorphosis and, as the character, as you win matches, then your god Develops into the kite kind of god that you're developing. So if it's a war god, then you begin to look like a war god. If it's a god of Creation, then you begin to look like a god of creation and you create your own biography and mythology. And the game is called Scott.

Speaker 2:

I what I did. I did like the name divinity, but then I realized that there's a whole franchise. There's a franchise in it.

Speaker 2:

It's the original city, yeah, so I guess, so we can't really do that. I thought about Deity, but deity isn't really a it's not. It's not really a sort of a strong Game word. You know what I mean. Um, yes, you could. I mean I like I Didn't want to do one called I am God because that would really upset a lot of people. So you know, you can't, you can't make a game. You know that's sort of the premises itself on the player being god, even though that is what the game is about. Do I mean, like you've got to be sensitive to these things? So I, you know, I actually don't know. I'm so terribly sorry this is, but I've drawn a blank on this one.

Speaker 1:

I feel like you could you could call it something quite creative. You could call it something like this like the sun and sun and moon, or something like that. That is not massively Link to the gameplay. I mean the other thing you could talk to a god manager 2024, which might not be great.

Speaker 2:

What about? What about like my creations, or something like that?

Speaker 1:

We did a few weeks ago. We did one called great and small, which was, yeah, which was linked to creatures, great and small to that's the first kind of. It's a tough one, actually, because you feel like there should be a million things to call it, but there's not what about just gods of creation? How about the creators ah?

Speaker 2:

There we go, that's it.

Speaker 1:

The creators.

Speaker 2:

This is why I keep a small laptop near you. This is why I keep them around. I thought it's for my rugged good looks. Yes, yes, whatever you said, anyway, well that was the game that.

Speaker 1:

I hope you enjoyed it. I hope you love the game we created. I hope you go away and get Microsoft or Sony on the phone and say how they definitely should make that tomorrow. But thank you so so, so, so much for listening. We really appreciate it. Please drop us a review wherever you're listing, or come and chip out the YouTube channel if you want to see our beautiful faces, because they are lovely, as I said, we're just good looks. But if you want to see our beautiful faces, ah, because they are lovely, as I said, we're just good looks. But in the meantime, I've been that and I've been Scott Keep blending. Bye-bye now. Bye-bye.

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