A vague game idea based on: The library of Babel
by Kyrah Abattoir · in Game Design and Creative Issues · 02/18/2013 (6:09 pm) · 3 replies
This is an idea i had while reading the short story called "the library of babel" by Jorge Luis Borges.
You can read all about it here: https://en.wikipedia.org/wiki/The_Library_of_Babel
It got my mind going about a procedurally generated non violent FPS game.
You play a voiceless hero (in the fashion of half life 2 and portal) who awakes into the library of babel, your goal is to find the exit
The library is procedurally generated room by room to a near infinite number of rooms (nearly because it doesn't have to be infinite, and cannot be, we are in a computer, and variables do have maximum boundaries)
All the rooms are built on the same model but vary using a pseudo random algorythm that defines the content of every books each room houses (which you can browse through if you desire so).
The game would also feature a simple food/drink/rest system and rooms randomly have food/drink/both/none, which might require players to scout in nearby rooms now and then in order to keep their character alive.
The sleep mechanic (a fade to black, maybe cryptic dreams?) is mostly there for a mild disorientation purpose, sleeping take very little time but the camera moves around during the sleep.
The game would be mostly story driven, hunting journal notes from another visitor of the library (maybe more than one person?) who is seeking for the elusive book that will allow him to go back home.
(In the novel, the idea is that the library potentially contains every single book that can be written in a 140 pages format using 20 characters, which means that, even if most books are gibberish, there is slim chance to find books that make sense, and eventually books describing past present and future events)
Over the course of the game the player would receive a few items to help him in his journey (a watch to keep track of the time, a compass.
I'm thinking about going for a "cube like" room numbering system, maybe with a transport system allowing you to instantly go from any room to another once you figure out how it works.
This is all i have right now unfortunately, i was seduced by the technical side of it, low budget model, clever player teleportation based illusions and a large self rebuilding room.
Any comments? thoughts?
You can read all about it here: https://en.wikipedia.org/wiki/The_Library_of_Babel
It got my mind going about a procedurally generated non violent FPS game.
You play a voiceless hero (in the fashion of half life 2 and portal) who awakes into the library of babel, your goal is to find the exit
The library is procedurally generated room by room to a near infinite number of rooms (nearly because it doesn't have to be infinite, and cannot be, we are in a computer, and variables do have maximum boundaries)
All the rooms are built on the same model but vary using a pseudo random algorythm that defines the content of every books each room houses (which you can browse through if you desire so).
The game would also feature a simple food/drink/rest system and rooms randomly have food/drink/both/none, which might require players to scout in nearby rooms now and then in order to keep their character alive.
The sleep mechanic (a fade to black, maybe cryptic dreams?) is mostly there for a mild disorientation purpose, sleeping take very little time but the camera moves around during the sleep.
The game would be mostly story driven, hunting journal notes from another visitor of the library (maybe more than one person?) who is seeking for the elusive book that will allow him to go back home.
(In the novel, the idea is that the library potentially contains every single book that can be written in a 140 pages format using 20 characters, which means that, even if most books are gibberish, there is slim chance to find books that make sense, and eventually books describing past present and future events)
Over the course of the game the player would receive a few items to help him in his journey (a watch to keep track of the time, a compass.
I'm thinking about going for a "cube like" room numbering system, maybe with a transport system allowing you to instantly go from any room to another once you figure out how it works.
This is all i have right now unfortunately, i was seduced by the technical side of it, low budget model, clever player teleportation based illusions and a large self rebuilding room.
Any comments? thoughts?
About the author
3D artist, programmer, game designer, jack of all trades, master of none.
#2
Then I reach the "Philosophical Implications" section and laugh my butt off. This one reason why I take no stock in some modern philosophers:
en.wikipedia.org/wiki/W.V.O._Quine To me some of this thinking is completely off the rocker. If you spit out enough randomness you will produce the works of William Shakespeare, or (even though nature tends toward disorganization and destruction) you will randomly generate living things from inorganic matter. Yeah, I know that last part touches on the holy grail of some academia. However it has been proven if you repeat something often enough and long enough people will believe it as fact. Remember that any time you are presented with a strange or absurd argument, especially if it is repeated a lot. It is a form of indoctrination. Of course if it was repeated a lot it may not longer seem strange. Bottom line is, question everything you believe and find out why you believe it.
Sorry to go off on a rant here. I really like it when people use their brain and explore thought topics especially in a game setting. This is some truly powerful stuff when you combine it with an interactive media. This not done enough IMO. I really am impressed you would share this with us. This is a great idea and would be wonderful to see this kind of mental challenge available.
Some things to add a twist to this. Research Sensus Solem and Sensus Pleniar thinking. Those might not be spelled right. Basically those are One Meaning and Multiple Meaning. As some added trivia. Those in the working classes tend to have Sensus Solem education. While those in the ruling classes have a Sensus Pleniar education. Guess what type of education is in "public" school systems predominately? Anyway, cool topic Kyrah!
02/18/2013 (10:47 pm)
This idea is great and would be a an excellent puzzle game possibly with no solution if you choose. Then I reach the "Philosophical Implications" section and laugh my butt off. This one reason why I take no stock in some modern philosophers:
en.wikipedia.org/wiki/W.V.O._Quine To me some of this thinking is completely off the rocker. If you spit out enough randomness you will produce the works of William Shakespeare, or (even though nature tends toward disorganization and destruction) you will randomly generate living things from inorganic matter. Yeah, I know that last part touches on the holy grail of some academia. However it has been proven if you repeat something often enough and long enough people will believe it as fact. Remember that any time you are presented with a strange or absurd argument, especially if it is repeated a lot. It is a form of indoctrination. Of course if it was repeated a lot it may not longer seem strange. Bottom line is, question everything you believe and find out why you believe it.
Sorry to go off on a rant here. I really like it when people use their brain and explore thought topics especially in a game setting. This is some truly powerful stuff when you combine it with an interactive media. This not done enough IMO. I really am impressed you would share this with us. This is a great idea and would be wonderful to see this kind of mental challenge available.
Some things to add a twist to this. Research Sensus Solem and Sensus Pleniar thinking. Those might not be spelled right. Basically those are One Meaning and Multiple Meaning. As some added trivia. Those in the working classes tend to have Sensus Solem education. While those in the ruling classes have a Sensus Pleniar education. Guess what type of education is in "public" school systems predominately? Anyway, cool topic Kyrah!
#3
The Design Landscape
03/12/2013 (3:30 pm)
You might be interested in this article that I saw pop up on Gamasutra.The Design Landscape
Employee Michael Perry
ZombieShortbus