Bubbles
I'm forever blowing
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Evodant Interactive is proud to announce development on our new steampunk game, Gyre. Gyre emerges from the wonderful lineage of narrative RPGs that have preceded it, imbued with years of research into procedurally-generated narrative and responsive story-forming. Gyre goes beyond branching narrative or virtually identical endings. Player choice doesn’t just matter at the end or when the developers briefly relinquish the reins — the game itself observes the player and responds to that agency dynamically. Contacts, allies & enemies are not pulled from stock archetypes but are constructed during play to complement your character, ensuring that, as with historical oral storytelling tradition, each tale will grow in the telling.
http://gyremaelstrom.com/
Gyre: Maelstrom is a video game for PC and Console that is based on a mechanical post-futuristic dystopia stemming from alt-history events of the mid-1800s. Characters are androids with human consciousness and are capable of massive customization. The player character progresses through a non-linear, non-scripted narrative of meaningful choices generated in real-time, that impact their story.
Narrative
The narrative is powered Evodant Interactive’s proprietary Toska Engine to dynamically generate a unique story for every player. Toska is a first-of-its-kind procedural interactive narrative engine. The engine’s goal is to generate an engaging narrative dynamically during gameplay that is contextually appropriate to the game. In doing so, every player experiences a story that is uniquely their own. Your choices during the game have meaningful impact on not just the middle of the story, which is commonly reserved for scripted branching plot lines, but also on the foundation stones of the story and the ultimate resolution of the entire narrative.
Environment
Players will enjoy parkour-style traversal of a massive, procedurally generated city, complete with a railed tram system. We are putting a lot of work into creating an environmental concept to base our architectural grammar on that generates a massive variety of building types, locations, neighborhoods and aesthetics. We have designed the game to include building destructibility as some characters have the ability to bash through walls. Others have the ability to manipulate the environment such that the creation of extensions, ledges and bridges enhance their own city traversal – or allow for the creation of obstacles during a chase scene.
Player Styles
You have the choice of how you can play Gyre. Whether it’s pure combat, political intrigue, stealth or a combination, the game adapts to the kind of story you are most often pursuing. Allies & enemies are forged during run-time in response to your choices. Gameplay abandons traditional filler quests in favour of meaningful consequences to your choices throughout the story without forced conscription to heroism or villainy. You have the option of exploring at will, but just note that the world moves along at all times. NPCs have goals they want to achieve and you might be helping or hindering those plans. The Gyre is always moving forward – as is your story. Semper incedendo!
Is this the hyper-reactive, consequence-driven RPG the Codex has been waiting for all these years? Has the RPG revolution finally arrived? We'll know more once the first pieces of in-game footage become available.
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