A while ago you mentioned that you are working on an "Awesome game with awesome people", please, give us a glimmer of hope
I’m sorry I’ll have to crash your hopes dude :/
It flopped because of artistic differences; they had contacted me to be a creative writer, aka the artist and sound designer wanted a linear minimum background story for a shooter-like game, which, to me, is a stupid stupid idea, you don’t license a rpg if you’re not giving at least a minimum of rpg elements such as, you know, choices, affecting the story and so on ; there was no true project leader and little to no communication by any of the parties (I always kept everyone updated on characters and global setting and so, and atrblizzard always kept posting what he was doing with the unity engine, but other than that…). When we sent the first pitch (which was incomplete ofc) some people just plain chickened out and blamed it on me for wanting to do something bigger (which was imo a good idea, and i always kept checking with the devs what was feasible, i mean, the concept artist shouldn’t care right?)
So yeha, it flopped.
The general idea would suit perfectly a visual-novel style game, if I find a team/funds I might go :) but I can’t be project lead cuz while I know my share of games, I’m no programmer, no artist, and I sadly can’t work for free.
After it went a bit kaput, and while I still talked to atr, i reworked the pitch to what I believed the game should be like.
Here’s a little something just to turn counter-clock wise the knife, alright?
The Hunter game will take the player on the roles of hunters in the World of Darkness setting, a modern contemporary world, dystopian copy of our own, filled with the supernatural lurking in human society.
Mere mortals themselves, the hunters have begun to notice the existence of these creatures influencing or controlling the different facets of the world. Where the others cannot notice these creatures and refuse to believe it is something real, the Hunters have decided to tackle their influences and take their city back from these monsters.
Coming from all backgrounds and all fringes of society, each hunter has found a reason to fight the supernatural they know so little of, with their unique abilities but limited resources. Some have adhered to helpful structures, sharing ideologies and goals, while others are lone wolves.
The city of New Calpe is a turning point for commerce, military and immigration and is one of the many entrance and exit points between Africa and Europe. Its people are cosmopolite, diverse, but tensions between communities, organizations, local government and world affairs are easy to dig through. Its unique situation draws certain interests and its localizations, a recent man-made urbanized city on antique foundations hide many secrets. Neighborhoods are clear cut in appearance, security is high, but so is corruption, trafficking of all sorts and syncretism of different beliefs and fears in all fringes of society.
Hunters know their weaknesses and are aware that a direct confrontation will most likely end in their dismissal, for which they have learned to use other assets in order to strike down the supernatural influences. Cunning ways and group formation is key to succeed.
Ultimately, each character will have different endings depending on their meaningful choices in their own storylines, going from a vampire taking their fancy in them as potential slaves or future childer to sacrificing themselves to strike one last blow to their enemies. There is no right or wrong, there is no good or bad, just different nuances and paths that can be taken in a gruesome world where the hint of hope drives them to believe they will change the world.
Hope and hopelessness, secrets and truths that mustn’t be found, relatable characters with flaws. Players will want to discover the truth behind the facades and live the stories through their characters’ eyes. Hunter: Pandora’s box unveils many secrets and sanctions or rewards players’ curiosity.
The message is about diversity in all kind: people’s motives and actions, mindsets and past. There is no perfect warrior, there is no pure evil nor pure good.
Replayability: we want players to never truly put down the game through engaging mechanics
Mind twister: get people thinking about modern stakes, who is the monster, and what they consider to be the moral, the “good” choice.
Mature themes: The World of Darkness isn’t a world of heroes, it’s a world of the dirty, the soiled and yet everyone thinks they are doing what must be done. There are few mature games that do not rely on gore or scare.
Easy to play and enjoy, hard to master and know: we want to let everyone play and face the consequences of their choices, but we also want to encourage to try again, try some other way, some harder way