Wanderer
a game by max mcgee
Wanderer resembles a traditional RPG in terms of its mechanical gameplay (although its systems are heavily customized from the default RMVX systems) but its setting is everything but traditional. It is almost impossible to reveal any info about Wanderer's story without risking the possibility of spoilers. Wanderer is an atmospheric and introspective fantasy adventure and character study, looking at the effects of a reality storm- an idea pilched from Neil Gaiman- on a very old and very powerful being known as a Wanderer, and exploring the effects of that Wanderer's proximity on more finite beings (your party members).
Previous projects I have made have focused on challenging and unique gameplay, complex mechanical systems, and dense story telling. Wanderer focuses almost exclusively on graphical presentation and accessibility to players who have not been able to get into my previous games. For this reason and to increase the chance of completion, it is also one of my least ambitious projects.
As I mentioned in the capsule description, Wanderer takes a traditional fantasy setting and throws it in a blender. The game's scope does not involve the sound and fury of the blenderizing itself: instead, we are looking at the quiet aftermath of a reality quake on an entire multiverse. The fantastic world of Wanderer has become populated by lost souls from other realities, adding elements of historical fiction, science fiction and modern horror into the game. Wanderer is not a sequel or prequel to any of my games, and no knowledge of any of my previous projects is required to enjoy it. The connections are tenuous at best, but if you do happen to have played my other games enough to remember certain obscure characters and side plots, or dangling loose ends, that will eventually inform your experience with Wanderer and should enhance your enjoyment. The game is meant to work on two levels, so that a simple character introduction for new players could be an "oh shit" moment for fans.
Wanderer began development in mid-June of 2009, and was meant to be completed in one month. This did not happen, and its new release date is: when it is done. Like all of my projects, there are only two things that can sway its development rate: my whims, and your level of interest. The latter is more important than the former.
Inspirations for Wanderer were primarily Neil Gaiman's The Sandman and Stephen King's Dark Tower series. On a level of aesthetics and atmosphere, Visions and Voices was also somewhat of an influence on this project.
As always, feedback is actively solicited. I am all but begging.
a game by max mcgee
Wanderer resembles a traditional RPG in terms of its mechanical gameplay (although its systems are heavily customized from the default RMVX systems) but its setting is everything but traditional. It is almost impossible to reveal any info about Wanderer's story without risking the possibility of spoilers. Wanderer is an atmospheric and introspective fantasy adventure and character study, looking at the effects of a reality storm- an idea pilched from Neil Gaiman- on a very old and very powerful being known as a Wanderer, and exploring the effects of that Wanderer's proximity on more finite beings (your party members).
Previous projects I have made have focused on challenging and unique gameplay, complex mechanical systems, and dense story telling. Wanderer focuses almost exclusively on graphical presentation and accessibility to players who have not been able to get into my previous games. For this reason and to increase the chance of completion, it is also one of my least ambitious projects.
As I mentioned in the capsule description, Wanderer takes a traditional fantasy setting and throws it in a blender. The game's scope does not involve the sound and fury of the blenderizing itself: instead, we are looking at the quiet aftermath of a reality quake on an entire multiverse. The fantastic world of Wanderer has become populated by lost souls from other realities, adding elements of historical fiction, science fiction and modern horror into the game. Wanderer is not a sequel or prequel to any of my games, and no knowledge of any of my previous projects is required to enjoy it. The connections are tenuous at best, but if you do happen to have played my other games enough to remember certain obscure characters and side plots, or dangling loose ends, that will eventually inform your experience with Wanderer and should enhance your enjoyment. The game is meant to work on two levels, so that a simple character introduction for new players could be an "oh shit" moment for fans.
Wanderer began development in mid-June of 2009, and was meant to be completed in one month. This did not happen, and its new release date is: when it is done. Like all of my projects, there are only two things that can sway its development rate: my whims, and your level of interest. The latter is more important than the former.
Inspirations for Wanderer were primarily Neil Gaiman's The Sandman and Stephen King's Dark Tower series. On a level of aesthetics and atmosphere, Visions and Voices was also somewhat of an influence on this project.
As always, feedback is actively solicited. I am all but begging.