[h2][b][color=BA55D3]Forum City Stories[/color][/b] [sub]|Independent OCs||[b]Status:[/b] [color=00a651]Open[/color]|[/sub][/h2][hr][hr][right][b]RP Tags[/b] ▌ Anime/Manga ▬ "Fandom" ▬ Modern ▬ Sci-Fi ▬ Slice of Life ▐[/right] [indent][indent][indent][indent][indent][indent] [center][url=https://www.youtube.com/watch?v=sD4D2082du0][img]https://safebooru.org//samples/2490/sample_ac9b0d60f8d87dc4934bf12190a7d4f9a4f28e3a.jpg?2596518[/img][/url][/center] [/indent][/indent][/indent][/indent][/indent][/indent][h3][b][u]Overview [/u][/b][/h3] The short of it is that I would like to explore an anime-esque setting inspired by the exceptional mod for Deus Ex called [b]"The Nameless Mod"[/b], the details of which I've linked [url=https://deusex.fandom.com/wiki/The_Nameless_Mod]here[/url]. That being said, this is indeed one of those ideas which I've had a hard time wrapping my head around, but there's a chance I may have a handle on it enough to consider trying to explain it. Even so, there's a fair chance that I'll get some things wrong, so corrections from anyone contacting me is always welcome. Here goes! The plot for the original mod functioned within a sort of literal city depiction (as I [i]think[/i] the word is) for the old Planet Deus Ex forums. As far as I can tell, this [i]isn't[/i] a virtual reality realm where real-world people operate avatars in their free time, but a literal planet, "Forum Planet", made up of multiple "Forum Cities", each corresponding to fandom communities centered around popular gaming IPs. Examples given were places like PlanetHalfLife and HaloPlanet, centralized hubs complete with their own surrounding countrysides also in theme to their respective fandom. Therefore, as you would expect from a city built by fans of Deus Ex, PDX is a shadowy, conspiracy-riddled burg of corrupt corpos, crazed cultists, and mysteries around every turn. Of course I love a lot that this setting provides, but I would also like to diverge from just strictly folowing what's laid out in TNM in some key ways. First of all, I would like the "fandom" that's affiliated with this RP's Forum City to be fictional, a made up game [i]similar to[/i] Deus Ex, but not quite. Functionally, I'd want to keep things like multiple approaches to situations and augmentations, but I'd also like to incorporate certain elements from other inspirations of mine, like Mega Man Zero/ZX and Ghost in the Shell. What follows is my attempt to make a starting-off foundation that I and anyone interested can help build off from, all with the notable handicaps of neither having (1) written within a cyberpunk setting before, nor (2) fully engaging with an internet forum in my entire life. But if even that doesn't scare you off, then please keep in mind that there will almost always be room to expand upon these ideas, and I would ask anyone contacting me to be willing to brainstorm with me, as I may need all the help I can get. [h3][b]Background[/b][/h3][hr][hider=Project Maxim] [h3]► [u]Project Maxim [/u][/h3] In the year 200X, the up and coming video game developer Crosscom, fresh off their acquisition by Parallax Systems had reached perhaps their greatest milestone yet with the release of the highly anticipated spiritual successor to their home computer sleeper hit [i]Stray Blades[/i], eventually being known for its detailed RPG elements, ambitious level design, and reasonable price tag. Now after so many years, [i][b]Omega Requiem[/b][/i] was poised to pick up where its predecessor left off, only this time to amazing critical and commercial success. Eager to use all the leadership experience and technical expertise he'd earned from helping to revitalize the decision simulator genre with his critically acclaimed reboot of the [i]Everybody Dies[/i] series, lead studio director Sullivan Meyers envisioned a cutting-edge yet not too distant future of cybernetics-fueled international espionage and world-shattering conspiracies, one where the player's actions well and truly mattered, a remarkable first for the industry. In an interview with [i]Big Hunt Gamers[/i] soon after the title's June debut, who themselves had given the game an emphatic 10/10, he opened up about his experience while implementing this most renowned feature. "[color=EEE8AA]You could say that, if most playthroughs seemed like a series of happy accidents, then making the thing was even more so. For months after fully implementing the Butterfly System, I'd always arrive for the day to hear that the play testers ran into something. And as the project lead, [i]my mind[/i] is all 'Oh boy, what's the problem [i]this[/i] time', but half of the time it'd turn out that they just ran into an in-game event or situation that [i]surprised[/i] them we'll say. I always got the sense that we were onto something special every time that happened. (Chuckle)[/color]"[right][b]- Sullivan Meyers[/b][/right] Yet it was unclear at the time of the interview if even Sullivan could have guessed what the long term reception to his new project would be. While the original sold exceptionally well, easily fueling parent company Parallax's interest in a sequel, it soon became clear that the gameplay features on display in the budding franchise weren't the only things that were perceived as ahead of their time. Over the course of their flexible, lengthy campaigns, players would find all manner of themes and predictive occurrences of wold-building as per the setting. Many were easily dismissed as harmless worldbuilding, but in the cases of some elements, renewed interest would ripple throughout the gaming community and beyond, debates sparking over the series' uncanny ability to predict real-world events in advanced. [/hider]