As far as we all know, PtP2.0 is dead
A sad reality, but it's true. There was an option to have a 'community' effort try to fix the game, but the votes favored downgrading back to a PtP version people were more familiar with (So does that makes it PtP1.9?
). The result was not really surprising since the vote was basically between the unknown and the familiar. There were other factors that came into play, but that will be discussed in future PEP Talks.
The map system is still accessible, but from what I've heard, it's not being used by anyone official anymore. The only reason it's still there is because it doesn't harm anything by being there. Not to mention, the people who liked playing PtP2.0 can still play it. Why spend money or time on disabling it when it will only upset people? The minority was representative of 40% of the votes after all.
So enough history... back to the title of the post; Project Phoenix. It's a tentative title, but as it implies, I am going to try to raise PtP2.0 from the ashes. Just because the upgrade got canned doesn't mean we, the Path to Power community, can't build upon what's already been done. What I am proposing is that we explore something along the lines of “Option 1” from the February 1st LA.
Just to make sure I'm clear, Project Phoenix will not actually be PtP2.0. Phoenix will be a completely unofficial and independent game to PtP. What it will do is learn from PtP2.0's example and is based only roughly on its original premise.
There is a possibility that Kern might want to give it official support and I will offer him the game if Phoenix takes off. However, that's getting ahead of ourselves. I had some thoughts of releasing it independently and using the proceeds to make donations to Drowtales, but I'll be covering that in a later PEP Talk when it comes to pricing schemes and incentives.
So let's get down to business
Since I'm getting the ball rolling, I will be heading Project Phoenix.
I will try to design it to be a community project and I think it would be fun to build a team from the community. However, if push comes to shove, I think I can do it by myself.
I want to develop this game with as much transparency as possible. I may not publish code here, but all the efforts and decisions made, I would like to try to make publicly available to the PtP community (Open Development will probably be another PEP Talk topic later on).
There will be multiple phases of development. Programming on the actual game will not start immediately. This project is about game design which generally takes planning. And planning takes time. Typically lots of it. But if PtP has demonstrated anything, it's that some of us have a lot of time. (Development Phases and Lean Development will probably be more PEP Talk topics)
Much of the planning phase will begin with focusing on single topics related to game design. Example topics I'll be covering are things like: Hardcore vs Casual, Playtesting, Lean Development, Social Gaming, Achievement Systems, Skinner Box Mechanics, Sound Design, Aesthetics, Role of the Player, Writing, Free Speech, Pricing Models, Conflict, Choice, Narrative Mechanics, etc. The sky is really the limit here.
Once a sufficient amount of topics are addressed, we will try to pull everything together to begin and even continue on an as needed basis. A good portion of my information will be coming from the web series Extra Credits as well as my own experience as a gamer. For those who haven't familiarized themselves with Extra Credits, I highly recommend the series for anyone interested in game development and design.
It will be an educational experience for me as we explore all facets of game design. Applications to be part of the team will be open for quite some time.
Anyone who wants to join is welcome to apply
Anyone who wants to learn is welcome to watch
So I now open the floor to any questions or inquiries about Project Phoenix. If you prefer, you can PM me as well. As questions come up, I'll edit the section below I'm reserving with those questions.