ext_158935 ([identity profile] robotnik.livejournal.com) wrote in [personal profile] robotnik2004 2006-04-18 04:43 pm (UTC)

Yeah, that's a great point, but how do you externalize or concretize vast, vast, emptiness in order to make a game about it? Put in less grandiose terms, I think you could go a long way with a game about the horror of vast empty spaces, but how do you prevent it from becoming a game about the boredom of vast, empty spaces?

If I ran this, I would LOVE to have an episode where a PC was floating in a space suit, stranded all alone in the dark, for like the whole episode... and NOTHING finds him. But could that work?

I think a lot of the Lovecraftian beasties are actually meant to be embodiments/symbols of the bigness, coldness, and emptiness of the universe. But of course their familiarity to gamers and their more than occasional silliness works against this.

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