Hey, everyone!
Perodically, we like to make Lounge posts detailing some of the things we've done in Damned, what we plan to do, and any issues we'd like to discuss with all of you. Well, this is another one of those posts, so if you could all take the time to read this over and offer your feedback, that would be greatly appreciated. (As a note, Jansen gets credit for writing the first half of this; I wrote the second half.)
As most of you are aware,
the next phase of the Monster Plot kicks off this Nightshift, when some of the infected characters will transform into monsters. These transformations will gradually continue over the course of the next several Nightshifts, and the outcome of these patients' fates will largely be determiend by the players themselves. We want to remind people that there are ways to cure those infected with the monster plague, but it is also possible for people to be killed during the course of the plot.
When designing the structure of this plot, we took the game crit from the last HMD meme in mind. We intended to create an arc that's influenced by players and characters alike, and we hope it comes across in the final result.
On that note,
shortly we'll be notifying players who've been selected to have their characters act as "traitors" over the next several days. How they choose to go about this will be largely left up to them, but the aim is clear:
their goal will be to stir up as much fear and anxiety as they can, and the only way they will be rewarded is if patients die during this arc.With this setup, we aimed to create a plot people could take part in regardless of whether their character is showing symptoms or not. On the other hand, players who aren't interested in any of it don't have to get too involved in the current plot if they don't want to.
Aside from the Monster Plot stuff, though,
we've also given a lot of thought to new features for the game. While we can't give away too many details at the moment, we thought it was a good idea to go ahead and announce that, depending on how this plot pans out (which is largely determined by you guys!), we'll be
revealing a new area in the near future. This completely
optional area will be unlike anything else we've had in the game so far:
a post-apocolyptic city that falls outside of the institute's direct influence. There, patients will be able to watch a proper sunrise for the first time since their arrival at Landel's. They will also be able to find ways to make themselves useful to the Rebel cause if they'd like. On the other hand, life in the city will be a lot less comfortable than in Landel's, and there will be some incentives for certain people to go back and forth between the two places.
This new area will also open up another
optional method of communication to patients.
Whenever someone comes across the city's remnants, there will be an opportuniy for them to collect a few new radio devices. These radios will function the same way that "networks" do in a lot of other games, in that it's possible to communicate both to a broader group of people, or to individual radios. Characters who are given these devices will be encouraged to bring them back to their fellow patients who are still back at the Institute.
In simpler terms, we intend for
damned_radios to do for Nightshift what
damned_bulletin does for Dayshift. Such a feature will hopefully make it easier for characters to network and organize at night, while also opening up a broader range of plotting opportunities.
Obviously, we'll explain more about the logistics behind these features when we officially launch them. But we thought we'd go ahead and fill you guys in a little bit so you know what's up, and so you'll have the opportunity to share any ideas or insights you might have about these features. We hope you're as stoked for them as we are!
Now, while we think a lot of this is pretty exciting stuff and are very interested in seeing where people go with it, as mods we understand that as of late the game has been steadily shrinking and posting speed has also declined. Seeing how the game is almost six years old now, we do think it's understandable, and we're very thankful to those of you who have stuck around for most or all of that time. We really appreciate that dedication.
On the other hand, we understand that Damned can't continue forever, and as mods we believe that it would make the most sense to have the game end concretely and on a high note rather than petering off into inactivity. Seeing how I personally have been working on the game from the beginning, I don't want to see Damned finish up in such a way.
For that reason, we've started considering possible ways to tie up the game by using the city plot and the radio system, along with opening up the third floor for some sort of final confrontation. We don't have any specific details worked out yet, because we first wanted to see how everyone felt about it as a playerbase first. We want to be realistic about this without forcing anyone into anything.
If we do decide to start moving into an end-game plot, chances are that it would last as long as into the middle of next year, possibly, but it would be much more focused and we'd be aiming to put a cut-off on applications come November. That way whoever wanted to participate would be able to commit by then, and at that point we'd be able to put together something more personal and charater-focused, hopefully.
So yes, those were the ideas we've been tossing around amongst ourselves. Please feel free to discuss this in any way, and we'll have a screened post up as well if you'd rather address something to us mods privately. While it's hard for us to have to talk about ending the game so realistically, we want to treat Damned with the most care that we can. Thanks for reading all of this. ♥