FleasTheLemur
20th October 2005, 04:40
Alright. Let me give you the low down. It all started while I was looking at all the video and computer games I've played over the years. It seemed that the sizeable majority of them from either directly supported capitalism (like bad mouthing communism) or indirectly supported capitalism ("The goal of this game is to collect more points than the other guy... just like real life!!") It may be a little pretendous to think this way, but I am.
Then I began to think to myself, "What if we created a game that served as a propaganda tool for the cause?" This would be the seed that is slowly growing into my current project. Of course, one of the tendacies I have is abandoning projects after they get so big and I was worried about telling an audience that I was kinda working on one, but I feel if I tell someone and fail anyway, my 'attempt' would at least inspire others to work on their own game. Of course, I feel that my passion for doing SOMETHING for the greater good would continue to inspire me.
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The game I'm currently working on a game in the RPG Maker 2003 engine that is tentively called "The 54". The 54 takes place on another planet (mainly because I kinda fear what would happen if I suggested these actions on Earth.. <_<l). I kinda have a complex story about how this other planet would eventually learn about communism, but as I was orginally writing it in this window, the dumber and dumber it started to sound. So, I'm leaving it out of the picture at the moment.
The reason it's called the 54 is because this group of insurgences bases their structure off of a deck of cards. You're the head of this group, the Red Joker. You've quickly assumed command after your counter-part has died in a raid early on. Unfortunately, you've also lost a proportion of your memory in that raid as well (while cliche, this allows for somewhat of a tutorial). Ultimately, your goal is to make the whole world Red.
You'll find that there is four groups in the 54. The Diamonds, the Spades, the Hearts and the Clubs.
The Diamonds controls the finances. War against the Capitalist is expensive and you can't steal all the guns, so you're stuck with them Of course, actions range from obtaining money through donations, traffiking pot, stealing, credit card fraud and asking any existing socialist countires for money.
The Hearts controls things such as propaganda, legal matters, civil disobediants, alliances with other insurgency groups, converting over worker's unions and social groups, and such. It may be possible to establish a few socialist governments under this branch. (For disbelievers, think Venezuela.) It is also possible that with enough campanging, you may encourage a "May '68" style revolution in a country.
The Clubs is the militant branch of your operation. Theses guys can do things from a quick raid for much needed suppiles to all out civil war in a country (depending on the man power that is avalible). They also serve as a defensive unit, so even if you want to try a more civil approach, it's still a good idea to have a sizible defensive, and well funded force.
The Spades is a more covert style of operations. They do things from simple vandalization, sniping of random leaders, planting and detonating bombs, planting spies to gather information, stealing information and the like.
Each of the group also has a leader of it's own, called an Ace, and three smaller heads, a King, Queen and Jack. Out of the 16 leaders, one of them is a mole planted inside of the group to hinder it's process and ultimately assisinate you if things get too radical. You'll eventually have to imprison or kill this person, depending on the option you take and the possible consiquences. Even if the mole was out of your way, you may or may not have to contend with other members of the group that is not always going to agree on your policies.
That's all that there is for now. If ya got questions, ask. If you wanna interject a comment, do so. If you want to join in on the project, go for it.
Then I began to think to myself, "What if we created a game that served as a propaganda tool for the cause?" This would be the seed that is slowly growing into my current project. Of course, one of the tendacies I have is abandoning projects after they get so big and I was worried about telling an audience that I was kinda working on one, but I feel if I tell someone and fail anyway, my 'attempt' would at least inspire others to work on their own game. Of course, I feel that my passion for doing SOMETHING for the greater good would continue to inspire me.
------
The game I'm currently working on a game in the RPG Maker 2003 engine that is tentively called "The 54". The 54 takes place on another planet (mainly because I kinda fear what would happen if I suggested these actions on Earth.. <_<l). I kinda have a complex story about how this other planet would eventually learn about communism, but as I was orginally writing it in this window, the dumber and dumber it started to sound. So, I'm leaving it out of the picture at the moment.
The reason it's called the 54 is because this group of insurgences bases their structure off of a deck of cards. You're the head of this group, the Red Joker. You've quickly assumed command after your counter-part has died in a raid early on. Unfortunately, you've also lost a proportion of your memory in that raid as well (while cliche, this allows for somewhat of a tutorial). Ultimately, your goal is to make the whole world Red.
You'll find that there is four groups in the 54. The Diamonds, the Spades, the Hearts and the Clubs.
The Diamonds controls the finances. War against the Capitalist is expensive and you can't steal all the guns, so you're stuck with them Of course, actions range from obtaining money through donations, traffiking pot, stealing, credit card fraud and asking any existing socialist countires for money.
The Hearts controls things such as propaganda, legal matters, civil disobediants, alliances with other insurgency groups, converting over worker's unions and social groups, and such. It may be possible to establish a few socialist governments under this branch. (For disbelievers, think Venezuela.) It is also possible that with enough campanging, you may encourage a "May '68" style revolution in a country.
The Clubs is the militant branch of your operation. Theses guys can do things from a quick raid for much needed suppiles to all out civil war in a country (depending on the man power that is avalible). They also serve as a defensive unit, so even if you want to try a more civil approach, it's still a good idea to have a sizible defensive, and well funded force.
The Spades is a more covert style of operations. They do things from simple vandalization, sniping of random leaders, planting and detonating bombs, planting spies to gather information, stealing information and the like.
Each of the group also has a leader of it's own, called an Ace, and three smaller heads, a King, Queen and Jack. Out of the 16 leaders, one of them is a mole planted inside of the group to hinder it's process and ultimately assisinate you if things get too radical. You'll eventually have to imprison or kill this person, depending on the option you take and the possible consiquences. Even if the mole was out of your way, you may or may not have to contend with other members of the group that is not always going to agree on your policies.
That's all that there is for now. If ya got questions, ask. If you wanna interject a comment, do so. If you want to join in on the project, go for it.