This update we decided to dedicate to a few interesting questions we received. Read through to get to know more about our expanded HEXACO, clinical precision of data, release date witholdings, size of the game world….
john walker said:
Complex moral and ethical interdependencies and "economies" sound great. Hope they provide a diverse spektrum outcomes. Nice that you're updating us regularly. Of course a release date would be nicer. Hope that's not too far off. By the way, is the project still a three parter? Will you be releasing all parts simultaneously?
One of the reasons the game development time balooned up so much is that we actually developed the first game to cover the entire three chapters, with cliffhangers in the end that allow for future chapters to be added as attention grows. We finally have consolidated all the chapters into a single file so we can measure the size of the text and do other analysis and it turns out you will have 1100 pages worth of material to read through if you play out every single choice.
The initial idea was the game to be much smaller but it turned out it wasn't very immersive and the entire playthrough would've taken a relatively short amount of time. We didn't like this at all, so we migrated the goal post into another city entirely and now we have this gigantic textual world for you to explore.
We've been running this game since we ran out of money, purely fueled by passion for the project and our own curiosity to play through. With a procedural world like this, even the developers can have fun playing through the game since it can surprise you over and over again. This aspect insures that our love for the game is not strictly limited to "our love to publish the game" but it spreads out to us loving to play the game as well and consequently the game becomes a higher quality product.
Release date is close, but we're firmly decided on not budging on it so we will have to be absolutely certain that it is feasible. Luckily once we announce the release date, you will be able to play the game soon after since the most major aspects of the game are completely finished and we have all that we need to develop the rest.
Xamuel Jones said:
After reading this post, I'm finding myself extremely intrigued by the HEXACO system itself. Will it be possible to play around with it and to learn what sort of character analysis it would have generated for varying game plays? Obviously, one could just play through the game, but it would be too long to do a separate play through for every analysis. Maybe allow players to see the range of possible analyses? Kinda like showing what all 32 endings were without needing to play the game 32 times. I'm curious, will the players' data be used (with permission) in any sort of scientific study/analysis in psychology?
We want you to explore all the radically varying outcomes of the game and try out extremely different character playthroughs. This offers an entirely new experience and is totally worth it in every regard. So the only way to test out a playthrough statistic is to live through it within the game. By the way it's a HEXACO +++ system, our own spin on the HEXACO system, gamified.
We have no plans to use the data of the players, it's purely for your own enjoyment and our own enjoyment if you share the final game printscreen with us. The game is completely offline and has no direct way to share data with us. Your privacy is guaranteed. We also don't want to know what kind of depravity you will engage in this horrible post-apocalyptic world, mostly since we've already gone through all the depravity possible while testing. :]
Hi Misery Dev. team,
The game is sounding ever more fascinating and your OCD attention to detail well worth the wait. It sounds like the game play through will actually challenge what it means to not only survive, but with what degree of humanity. Even more interesting the challenge to be realistic in your choices which will undoubtedly require true immersion in your game strategy to make morally ambiguous decisions that would seem unconscionable outside the context of the scenario created to progress in the game world. The average cumulative results of the game play through statistics should make a great behavioral psychology study into what remains of basic humanity when the veneer of civilization is shattered with no immediate belief that it can be restored.
What we're really trying to do with the HEXACO+++ system is to be precise. Before starting through the weeks long process of awarding separate points (And negative points) to each and every choice among the thousands of choices and within each category of the expanded HEXACO system, we made an average and extremes example map. This way we would be synchronised with the amount that we award for specific tasks and the values won't be without a reference point. This causes a firm consistency throughout the entire game even though context of the decisions is always taken into account. Every choice is context sensitive and the amounts awarded or taken adjust according to those considerations.
While the game certainly shouldn't be used as an actual clinical psychology test, we want to have the precision and methodology of clinical tests, but with the immersion and fun of a game. In fact, imagine what kind of an experience would give more precise results, one where you answer bland questions on a piece of paper, or one where you actually interact with the world, you feel you are a part of it, and answer honestly? One day in the future, actual clinical evaluations could be done in terms of the decisions and performance within morally complex video game worlds. While The Seed is most likely not there, it is a firm step in that direction.
Misery Development Ltd.