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An Ever Changing Alternate World

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Elwood
Author
Elwood
Writer, researcher
CancelledGames - This article is part of a series.
Part 4: This Article

Intro
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Last year I wrote my Liberation Game article, talking about a game idea I had but never actually got to make, going over a bit of its history, what it would’ve looked like and sharing some docs from when it was in the works, as I sort of hinted at in that article when I said “I’ve also experimented with designing my own games as well, with fully original IPs”, pointing to the Liberation Game as just one of them, there’s a lot more stories to tell. The Liberation Game started as an idea in 2019, but I’d been tinkering with game dev ideas for years before that.

Having gotten into games as a little kid, playing Xbox 360, 3DS and PC games old or basic enough to play on my shoddy laptop, then branching out from there, I had a keen interest early on. My first tinkering was not exactly an impressive story to say the least, as you might know kids really aren’t the sharpest tools in the shed a lot of the time and I really wasn’t, my first attempt at game making consisted of downloading a bunch of game related assets like pngs of characters, bunging them in the timeline of Windows Movie Maker (which I’d been using as an amateur video editor for some time by then), pressing play and getting confused: Where’s the game? Why does this not work?

I have no idea where the logic came from in my head that that’s how you make a game, but later I looked up more and found out about GameMaker and later its big brother GameMaker Studio, which my dad ended up buying for me, following tutorials to actually start putting together the building blocks of what a game actually looks like, making the characters, their stats, sorting out spritesheets, working out how to queue sounds, that kind of thing, although this was all through its GUI, not coding, because that was just something I never learnt how to do.

These little projects were all either pretty basic or never finished, and my lack of skill there was why I ended up branching into game design and writing instead of programming.

1918
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But when I got into high school one of the guys in my friend group, Jack, was someone interested in programming, so we would get together on game ideas, one of these, which started back in 2015, was called “1918”, themed around World War 1, I guess inspired by WW1 being a big part of history class for us at the time and a general sense that World War 1 was a much less covered ground than the sequel, making for something more interesting setting wise.

This was originally meant to be a kind of open world survival game with little or no story, set in the trenches of No Man’s Land, where you as a British soldier would have to go about that combat zone infested with German forces, populated by bases and trenches, I think the objective at this point was just to get back to your lines alive but I can’t be too sure, the way I usually go back over old work to write about it is just looking over my old docs, which is what I did with Liberation Game, but for 1918 the docs (as well as Trello used for progress tracking) were almost all deleted, so all that’s left to try and piece things together is my DMs with that old friend, where a bunch of details are either buried in long winded message chains or just not mentioned at all because, why would I write it down, we both already knew it, and nothing’s going to happen to that right?

In 2016 this sort of randomised and storyless element died down, we came up with another FPS called “Rise of the Resistance”, which cycled through some different ideas but by 2017 had settled on the idea of it being a future where the Germans won WW1, based in the far future of 2018 where you lead a rebellion against the German Empire, which I felt would be an interesting world to explore because “What if the Germans won WW2” is a done to death formula (see the MachineGames Wolfenstein series, Man in The High Castle, etc etc) but what if they won WW1? Almost never thought about.

Germany was in some ways similar the Nazi Germany of WW2 back then, it was a militaristic, right wing nationalistic dictatorship (although formally a multi-party democracy still, in practice everything was being run by the generals), but in others very different, the Nazi ideology didn’t exist, and the whole reason it came to be was basically raging at the loss of WW1 and the harsh terms that loss was settled under, so what does the world look like when instead of that brutal defeat, the Germans win? There would still be a repressive imperialistic regime to fight, but Nazism would never have existed, no one would ever know the name “Adolf Hitler”.

1918 was intended to set this up by switching the roles of our protag, instead of being a Brit he would be a German soldier, with the story setting up RoTR by having its German protag be based in France, where the goal is to storm the last remaining British trench in France, setting the stage for the Germans to eventually conquer Britain:

28 July 1914: The beginning of the Great War. 4 January 1918: The final Allied (British) trench in France is overrun by the German Army, leaving England open to attack. 20 March 1918: The German Army begins its assault on the final allied country left standing, England. 25 March 1918: The German Army begins the “Wirbelwind Marsch” (Whirlwind March) on London, storming Parliament and ending the war with a victory for the Central Powers.

I especially thought it could’ve been interesting because you rarely see things from the German POV in these conflicts, for obvious reasons, it’s basically always focused on the Allies, but the idea soon died out and we went back to Brit protag and German enemies, with the game having a more linear structure.

This was the structure the game then stuck with, though a few things did shift, we didn’t really settle on the level ideas and the overall direction of the plot (though it was still planned to lead into that alternate history theme).

And there was also a potential name change, where Jack wanted to use the Rise/RoTR name for 1918 instead, feeling it would be catchier and mentioning that others in our friend group just thought 1918 sucked as a name, but I pushed back against that preferring 1918 instead.

The game didn’t go too far, though we did start on a build it was one made up of blocky little models it was only very early days and ended up fizzling out as my friend ended up joining a dev team called First Legacy (later splintering into another group called Second Legacy) that took up a bunch of his time, so by early 2018 I started looking elsewhere to try and make the game happen.

The first person I turned to was Maisth, who was then one of the guys on the modding team I’d been part of for just a year, WhackJob Interactive, and someone I’d work with on another project, a DOOM mod recreating one of my favourite Arcade games, Total Carnage, something I briefly mentioned in my Boomer Shooter article.

What I basically pitched to him was that we would make a kind of slimmed down version of 1918/RoTR as a DOOM mod, bundling the 2 game ideas together into a 2 Episode mod, the first episode being the trench warfare 1918 was planned to show, which would act as a short fairly linear prologue, then the second episode showing the alternate future and the revolution against the Empire, which would be longer and more open (inspired by the semi open world DOOM engine game Strife), and he was pretty interested but told me that he didn’t have too much time because he’d eventually be leaving for university, where having to work on studies would kill his ability to contribute on anything, so although he wanted to work on the mod and get it completed that year I instead encouraged him to focus on CR.

Around the May me and Jack started talking about the idea of reviving the game again, which would’ve been an easier job given that I had simplified it as part of the DOOM mod work, with it no longer being a survival game, and it being something he was more open to as he ended up quitting Second Legacy, so its project was no longer weighing him down, but he decided wanted to do something else instead, leading to other ideas being bounced around and me turning to another WJ dev, Pseudonym_Tim, in September.

Tim had become one of the main programmers on CR alongside the project’s founder Mark, but he was also someone that liked to work on all sorts of different ideas, with us working on a concept of his called “Project Decimation” beforehand that also didn’t go far out of the blueprinting stage. After we found ourselves chatting about the concept of 1918 he volunteered to help me with the idea, willing to work on everything other than writing/design although encouraging me to look for others to work with in elements like modelling because he didn’t feel skilled enough there.

I had made some modifications by this point like having the whole thing turn to the alternate history focus, imagining that the prologue instead of the trench warfare theme of 1918 would be a “a WW1 era D-day style assault on Germany that goes horribly wrong” much like the opening to Wolfenstein the New Order, but rather than WW2 dragging on too long and leading to German victory, it was WW1, with the whole game now planned to have this alt future setting ahead of where the real war ended I planned to drop the 1918 name, but never came up with a new one.

Since we both had CR to work on and Tim had a habit of just bouncing around lots of different game projects, this also didn’t get off of the ground, and a month or so later I ended up heavily tweaking the concept feeling that “what if the Germans won WW1” wasn’t interesting enough, especially given that my concepts were getting closer to the already done Wolfenstein New Order world I guess the difference between the German Empire vs Nazi Germany winning didn’t feel substantial enough for it to be an interesting alt world, so I kept the alternate history theme but took it in a rapidly different direction.

Drained
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This new theme came from a video I watched from Cody Franklin, creator of AlternateHistoryHub, a channel dedicated to WhatIfs, where he mentioned it as one of 3 scenarios he found interesting enough to talk about but not enough for a full video,

and I’ll let my past self do the summarising, here’s what I said about it in a convo with Tim:

long story short, in the 1920s ish, there was this german guy called hermann sorgel who had this batshit crazy idea to create tons of new land for europe and create a giant super continent called atlantropa his idea was to do this by putting dams at major points around southern europe so basically it would dry up the water and create a bunch of new land because he thought this land could be used for building cities, farming, stuff like that if you think about it, if that was actually done, the land wouldn’t really be usable and getting [rid] of the water would kinda send climate change skyrocketing so i thought fuck it what if it was actually a thing so i came up with the idea of a world where this actually happens and you’re a survivor in the new continent didn’t really think of where but yeah different parts of it would be around since you have this new land created by the dams, >which is practically a boiling wasteland, then the regular european land which is also tried up but intact ish so a post apocalypse not brought on by nukes or disease or even any bad intentions but a plan to create tons of new land that accidentally creates a pure wasteland of heat

sorgel is an obvious bad guy because even though atlantropa was his utopian dream he had a lot of cruel methods to make it happen in his idea aka colonialism lots of it in other words, slavery gets a lot of the work done

So as Atlantropa’s damming project progressed, turning water to land, that was land colonists could march across, conquering large stretches of northern Africa and the Middle East.

As for Sorgel’s fate?

and i’m lucky because he didn’t die of natural causes so i can change it to whenever i want the real life one got ran over in like 1952 here he dies way later killing himself at 100 because of how he completely failed, can’t live with it

The second scenario Cody mentioned in his video, which I also borrowed from, was Deseret, he mentioned that Deseret was a proposed US state planned by the Mormon religious group after they headed towards the West to escape feuds with non-Mormons who couldn’t stand their faith, with the proposal ultimately being rejected and the Mormons forming the state of Utah instead.

Cody said that although many had theorised Deseret as a kind of Mormon theocracy that would go to the war or some other kind of conflict with the US over their hardline religion, they never actually wanted independence, just statehood, and accepted freedom of religion in their constitution, making Utah a kind of quirky but ultimately not too radical part of the US, arguing that Deseret would’ve just been a larger version of that if it actually happened, and so wasn’t a very interesting scenario.

So in this universe they did have those theocratic ambitions and as a result the US threatened to invade them, sparking a war that the Mormon insurgents ultimately won, turning the entire country into Deseret and later annexing territories across the Atlantic, taking Greenland, the UK, Ireland and Iceland, an expansionist religious authoritarian state but paradoxically one that becomes a place of refuge, as much of the European population has left the continent for Deseret because of the ecological collapse.

Deseret in turn would be making an expedition into Atlantropa, essentially kicking off the base of the game, leaving me with 3 initial faction ideas. Again, to quote myself here:

  • the forces of deseret, who have a heavy military presence in atlantropa and are mainly trying to find sorgels technology to exploit and use as weapons
  • the sorgel loyalists, devout fanatics living in denial of atlantropas failure and dedicating themselves to planning even more dams to be built in the north of europe where there’s still a lot of water and, in their eyes, not enough “new land”, they control a lot of outposts across atlantropa and constantly get involved in gun battles with the deseret army, they’re also in control of all the dam facilities throughout the continent
  • the raiders, not all one faction, more different splinter groups that roam atlantropa and plunder its resources, some are mass murders, others slavers, and some are just general petty thieves

sorgels loyalists are probably the most powerful faction at the start of the game, since they control sorgels old technology which includes not only the dams and settlements but also primitive drones and robot soldiers, gear that nobody else is able to match though naturally the player can tip the scales in another factions favour if they want the loyalists also control the television network throughout the continent, which mainly just blurts out nazi style propaganda footage and songs supporting sorgel and his ideas

naturally most people hate it since the bastard turned the place into a wasteland but the fanatics see things a tad differently

Something Tim asked me about was just how apocalyptic the game would be, which would vary based on where you were in the world, Atlantropa’s continent would be mostly abandoned, but would still have relatively stable settlements controlled by the loyalists, being a corrupt, ramshackle but functioning society, the Newlands however would be practically barren except for mutated wildlife who had somehow adapted to their inferno climate.

The Colonies would be the most stable environment, mostly environmentally unaffected by the Atlantropa project, but their populations would’ve been changed dramatically, with the areas basically being split between the colonists, and the remaining native populations, the colonists would be disconnected from the Loyalists and have no more loyalty to the Atlantropa project, but having enslaved and committed mass atrocities against the natives, they would be locked in a forever war motivated by their desire for revenge and recovering their homeland.

Whether this conflict would’ve featured in the game was something I was unsure about given that we were indie devs who couldn’t move mountains, a conflict across 3 continents would be hard to pull off to say the least, so I speculated that you would have the game take place in a tiny portion of the Atlantropa region, on the border between the continent and the newlands, with half the world being in each, considering a section around Gibraltar so the player could actually see one of the Dams for themselves, with it potentially being a setpiece to end the game on with a big battle, with the ending (depending on faction) allowing you to blow it up and return the water to Southern Europe.

This region could’ve also included a small stretch of the colonies, which would’ve been roughly somewhere in real life Morocco, but I still wasn’t really sure how much would make it in.

I talked with Tim about some of the ideas behind his takeover, where somehow after WW1 Sorgel would’ve met Hitler, influencing him to become a far more authoritarian figure and to form his militia that would later become the loyalists, but in the 1930s his ties with Hitler would’ve been broken as Hitler was too much of a German nationalist, while Sorgel was focused on this Pan-European and terraforming project, so Sorgel killed Hitler, purged the Nazi Party and became a messianic figure with growing influence over Europe, eventually taking the continent over and carrying out the damming project, rechristening Europe as Atlantropa, one piece of a larger whole, the other pieces being the Newlands, his dream land that ultimately turns into the wastes instead of the promised fertile ground, and the Colonies which his people annex and exploit.

Sorgel would kill himself in 1985, with the Deseret expedition taking place 15 years later in 2000, setting off the plot of the game, although I soon moved this much further to 100 years later so that the heavy climate change from the Atlantropa project could plausibly take effect.

Around this point a few days into November I had started writing a few different documents on the game, which I carried on with until December, ultimately sprouting into 5:

Factions Wishlist (feature ideas) Dialogue Weapons Vehicles/Weapon Systems

We also brought on Doka, another CR dev who had worked with us on map design and also had some modelling skills, who pitched a name for the game, “Drained”, which I decided to adopt. I’d originally just considered “Atlantropa” but felt that was too generic, while Tim pitched “Damned” as a pun, but I felt that was just too corny to really work.

I also had more of an idea forming about how the plot would be instigated, with the protagonist being a Deseret soldier part of the expedition, although he would be descended from the Atlantropa refugees, so although (at least initially) tied to Deseret he would also have connections to the land he was exploring.

The dialogue doc was barely developed, only including some lines for the friendly Desereti troops for generic in-game actions like combat, detecting threats and reacting to the player, either with respect and salutes in normal circumstances or getting fed up or turning hostile if they do things like bumping into them, staring too much or outright attacking, no other faction lines ended up getting worked on.

The weapons and vehicles sections became extensive lists of potential gear that would populate the game, differentiated by factions, while the wishlist was also pretty developed, mostly focusing on combat features I wanted to see like weapon jamming and cleaning, realistic reloading, an extensive gore system and reactive enemies inspired by MGSV, which I’d been playing at the time although never got around to finishing.

The factions doc was where the worldbuilding developed further, I tweaked things so that the Newlands were still arid but not totally inhospitable, with them hosting a presence of Sorgel’s loyalists as well as an insurgent group called The Tide, who had the ambition of destroying the Gibraltar Dam and returning water to the south, dividing the population of the Newlands, some being willing to support The Tide and return to the continent and others refusing to leave their homes, despising The Tide for wanting to destroy them.

Presumably those in the Newlands who supported The Tide were there not because they supported the Atlantropa project, but because Sorgel’s control was looser in the Newlands than the mainland, thanks to the rebellion and the more unstable environment.

Other extra factions added included the TLM (Tribal Liberation Militia), which I didn’t get around to adding a proper description for, and The Ordained, a secluded cult waiting for their deity to appoint a new “Upbringer”, a figure granted great power to influence history, which presumably would be the player, what The Ordained would actually try to nudge them to do with it I never got around to either.

I’m guessing the “Tribal” in the TLM is due to the fact that with the geographic changes connecting Morocco to the Newlands and by extension Europe, plus the long term effects of the colonisation, Morocco has lost its national identity and its remaining native population have basically looked to tribal ties instead to regain a sense of cohesion, but those tribes are still unified enough to represent an anti-Colonial front.

Would Morocco actually return as a country if they won? Either by just throwing the Loyalists out of the colony or by The Tide successfully separating Morocco from Europe through destroying the Dams? Or would they form a different kind of nation?

But as you can kinda guess from what series this is, we never got to find out, Drained didn’t survive the year for a few different reasons, I ended up just losing interest in the idea and spent my holidays playing games instead of making them, me Tim and Doka were also all busy with work on CR and Tim was also juggling other projects like Project Decimation and an RPG called Dreadscape (later renamed to Unusual) that also fell through.

Project 18
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That’s not quite where the story ends though, around this same time, in December, I did actually briefly talk with Jack about reviving 1918, given that Drained had evolved far from 1918 and given its alternate far future setting was more an evolution of Rise it plausible for the 2 of them to co-exist, as basically unrelated game ideas just with a common lineage. 

This new 1918 was nicknamed “Project 18”, having no official title because we didn’t actually plan for it to use the 1918 name, considering setting it in a world where WW1 was still going on after it had ended in our world, with the game taking place in around 1920.

This was again going to be a simplified concept to make it plausible for us to pull off, and something much closer to the DNA of the original 1918, taking place in a single open map with very little in the way of story, although rather than survival I gave the game a different objective, with the player being tasked with assassinating a high ranking German General to finally cripple the Empire’s war effort and bring this extended WW1 to a close.

The map was to mostly consist of No Man’s Land, the contested frontline although mostly German controlled at the start of the game, with a tiny bottom corner of the map containing the British lines as a starting safe area.

The map would be dotted with various bases, with many small dugouts and a few larger bases, including an Aircraft base and several Tank depots, with the British and German troops being present and fighting for all of these areas, the dugouts just acting as basic outposts while the larger bases would more dramatically influence the tide of the battle, as controlling the tank depots would decide which faction gets the tanks and how many of them, while the airbase would decide who gets airstrikes being run for them, the soldier AIs would fight for these targets on their own but you could take part to help the British expand control of No Man’s Land, but the battle would never actually stop until the General died.

The General was to be based in a bunker in the center of the map locked by a code, with code pieces spread throughout the map in the various bases and dugouts, once you collected them you could access the bunker, kill the General and then finally end the game by returning to the British lines.

I also kept the planned weapon selection quite basic too, there were 3 categories, Primary Weapons (Rifles), Secondary Weapons (Pistols) and Mounted Weapons (MGs), with 3 weapons in each: 1 for the British, 1 for the Germans and 1 being a prototype, where you could find the blueprint for it in the world, return it to the British lines and then it would start being used by the British troops, making them more combat capable, plus 2 grenade types (1 for each faction) that didn’t have a prototype.

Compare that to the whopping 57 weapons I had in mind for Drained, with a wide variety of categories often having 2-4 faction variants each.

So although it had a few elements to the gameplay loop, overall it was something interesting, dynamic, but far more simple than the expanded story driven campaigns I’d envisioned before, it was a much more deliverable idea but this version of the game also didn’t survive the year, I don’t quite remember why but I think it would again have come down to distractions.

Conclusion
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Being a mix of young adults and teenagers we just weren’t the best placed to develop games, I was especially far more impulsive and just worse off when it came to attention span than I am now, although I did understand the value of forming a plan and sticking to it I often wasn’t actually very good at that, and neither were a lot of the people I was working with, given that I just didn’t learn the skills I needed to develop for myself that meant that these ambitions were just inherently flawed.

Then we were just piled with all sorts of distractions, bouncing around with other projects and other ideas, getting glued to games, or back in these days I still had school going on most of the time with the hours of a full time job, if anything even worse in a way because when you finish a 9-5 your job is done and the rest is personal time, lots of exceptions to that, demands for overtime, employers and colleagues expecting 24/7 contactability, etc etc, but that’s at least how it should be and how it is for many.

But in school you can get buried in homework that weasels its way into your personal time, now as I’m more grown up and in my working life since I’m lucky enough to be self employed, where all my client cares about is I get the job done on time, not the hours or days I do it in, giving me an immense amount of freedom to work on what I want.

That plus my ability to get much better about delivering plans means I can get far more done, but these are luxuries many don’t have, for example Catharsis Reborn although progressing has still been stalled a lot due to its lead dev Kizoky having a full time job, where he often just doesn’t feel able to work on weekdays and when the weekends come around he often would just rather relax than plunge himself into more work of a different kind with all the problem solving that comes with it.

Although totally understandable it can be extremely frustrating having these constant roadblocks that stall or kill plans, with me being powerless to really do anything about it because I can’t take on those roles myself, still not having the skills to do it or the passion to learn them.

This kind of thing eventually killed my enthusiasm for game dev, where although I see myself as someone who can actually be quite good at managing projects and I still want to see CR through (both because I believe it can make for a fun game in the end and because it’s a loose end I want tie up) I didn’t think of myself as cut out for this games role anymore, which is why, with Massi’s help, I pivoted to writing and documentary making, where thanks to him having that same kind of flexible hours work as me (with the same client) we have a lot of time to work on stuff (like, say, a 10 hour documentary series) though he is sometimes constrained by struggles with motivation, which happens to me a lot less.

Now there is actually a chance for me to dip my toe into that field again as I’ve just started a role working as the writer for a game by a friend of mine, which has been in the works for some time now where he knows a lot of what the basic framing of the game will be, mechanics, who the main character is, the tech he wants to use, but needs someone to put together the A to B of the story and pull a lot of weight when it comes to worldbuilding.

This will be quite a different one to all my other projects as it’s not a concept of my own like these canned ideas or one I’ll come to lead like CR, it’s his game and it will stay that way, but I will potentially have an extensive role in defining it since as with CR, deciding the script of the game means deciding structure and having a strong influence over mechanics.

But since my role will purely be there it’s not my responsibility in any way to actually bring these ideas to fruition, it’s his and that of whoever else he chooses to work with, much as I want it to happen and that feeling will obviously grow as I work on it more, since I’ll be able to see more of that vision and want others to see it too, ultimately I won’t burden myself with the responsibility of delivering it. It’s not my job to recruit people, motivate them or break deadlocks, I don’t have a community I feel obligated to do right by, it’s a bit of passion and a job, I provide the blueprint, if it gets made in the end or not, that’s not on me.

As for this trio of games (or duo, if you want to see 1918 and Project 18 as one thing, which they basically are, just in different forms), I think 1918/Project 18 was at its best in its earliest and last moments, the initial concept of a more open survival based game was a decently original one, especially given its setting which had only rarely been explored at the time, there was the niche indie Verdun, Ubisoft’s Valiant Hearts, but no Battlefield 1, and even now WW1 is an under utilised setting.

A dynamic game that emphasises the horror of the trenches would certainly be a unique one, Project 18 although putting you more on the front foot with its assassination goal still would’ve preserved that formula to a healthy amount, and I think its reactive battlefield that would rage even with no input from you, where the tide would change depending on what territory is held, would’ve been a great way to make an interesting shooter with some solid replay value when we didn’t have things like, you know, a budget, that can make high production value and scale really happen.

That middle ground where the game became more linear would’ve just made for a far more boring game, and the attempts to tie it to this wider narrative where the whole thing would’ve been a glorified sequel hook were just stupid, this was a mistake I also made with CR too, where in my earlier days as a writer, where I was in an assist role not in control of the full script, I started dreaming up an expansion pack for the mod, although I wasn’t told to stop this was basically seen as ridiculous by my bosses, not only because it had some clownish ideas like a Duke Nukem cameo, but just because it was dense to start planning a followup to a game that isn’t even finished yet, being made by a studio that isn’t even indie tier, this isn’t Marvel or something.

As for Drained, although highly open and not tied to that big universe planning crap, it was still an example of just being way too ambitious, I was working with at most 2 other people yet I was planning vast reams of weapons, vehicles and multi-continental environments, had it actually gotten anywhere that overambition would’ve either sunk it or forced me into a lesson of humility where I’d have just had to accept cutbacks, given its very unorthodox influences it could’ve made for a pretty unique setting, but a setting I would’ve really struggled to realise.

Although I maintained that ambitiousness in my concepts at first, leading to the Liberation Game a year later in 2019, a year after that together with Tim I conceived of something much smaller and very unlike my usual games, both the concepts I’d made and what I’d played, shooters heavily monopolise my choice of games, but in 2020 I ended up working on an idea that had no gunplay at all, initially called Dreamscape and later known as Somnium, and that’s what I’ll cap off this series by talking about.

For now though, this was my strange ever changing alternate world, and I hope you found it interesting to read about!

CancelledGames - This article is part of a series.
Part 4: This Article

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