FORUM ARCHIVED

Is the whole 'cult' thing maybe pasted on too 'thick'?

Discussion in 'Clockwork Empires General' started by Waervyn, Oct 21, 2014.

  1. Waervyn

    Waervyn Member

    Heya!

    Just wondering what other people think of this. I bought the game yesterday and definitely having a lot of fun with it.
    That said...does anyone else feel that cultist and monsters are not very 'mysterious' in this game?

    From day one your workers already start talking to each other about murder and cults etc (if they're not busy working :) )
    Wouldn't it be nicer if it was a bit more subtle? Don't get me wrong, I love...lovecraftian...stuff, but I guess the strength of that kind of horrorish stuff is in the fact that it's not in your face the entire time.

    I'm not sure if my question is worded correctly, but I hope it makes sense!
    Don't mean this in a negative way at all, maybe the Dev's vision just differs on this, which is completely fine of course!
     
  2. Daniel

    Daniel CEO Staff Member

    They're definitely cranked up more than they will eventually be, since they have to carry a lot of the weight of creating conflict right now. We have lot of plans to add new sources of danger in the game, which will let us make them a lot more subtle and maybe a little creepy. This extends to the fishpeople as well, which don't really have the "deep one" vibe that makes them interesting yet.

    I'm totally with you though - cults should be the sort of thing that happens occasionally and surprises the player, not an "oh look, another cultist" sort of thing :)
     
    mailersmate, Andouce and Jacq like this.
  3. Waervyn

    Waervyn Member

    Thanks for the response! Sounds like you know exactly what I'm talking about! Hurray!

    *starts up the game again
     
  4. Andouce

    Andouce Member

    Couldn't have said it better myself. That is what I would hope the Cult scenario to be like and I am sure you will succeed in that :p CE is looking better every time.