by Scott Brodie
I believe they actually released an iPad version of Oasis somewhat recently, you may want to check the app store.
I tried to find Oasis a few months ago but it isn't being sold any more :(
Thanks John. Yeah, there are a number of games that I've played where there was an investment made in procedural or branching content, but that I never had time to go back to and play a 2nd time (Skyrim, WoW, Fallout 3 come to mind). So far in the prototype it seems to work out nicely making the cycles quicker. It creates some nice motivation in the mid-term ("just one more generation").
This is great, Scott, thanks for sharing it.
One thing I disliked about Fable was how the good/evil system could only be fully explored across multiple play-throughs. On a single run you could see the world reacting to you, but you couldn't see the alternative. I thought one possible solution would be for your reputation to be location based, so maybe in a wilderness you play the hero but in a gritty urban area people fear you. But what I really wanted was something like the TV show Fringe, where you could sort of flip between realities at major choice points and see your alternate selves in their world instances and understand you were making a choice for all of you.
I think your short-generations model is great and that its combination with persistent world state is a really strong idea. And kudos for setting out to make a game rooted in emotional experiences rather than just game loops.