Hi, my name is Jeff and I'm the writer for RoTP

Hi everyone. My name is Jeff Colucci and I am the writer for Remnants of the Precursors. As we get closer and closer to the beta I thought it might be fun to post here and give anyone who has the inclination a direct line for feedback or questions about the writing. So I guess this is sort of like an AMA, as long as it's RotP related and I can answer it I certainly don't mind. So if you have anything you want to know about the writing side of this project, be it dialogue, lore, or whatever, just fire away!

Posted Mar 6, 2020, 9:03 PM UTC

3525
Thrabalen•

As a long time gamer. 4X fan, and MOO fan in general, I am very excited for this project. I have a few questions. :)

Were there any hurdles for this project (rights issues or the like)? Which is your favorite race? Are there any significant differences between MOO1 and RotP from a writing perspective? And should I have any hope for a MOO2 style sequel?

8
RayFowler•

I should probably handle the "rights issues" question. When I started this project, the MOO IP seemed abandoned. Then about 5 months later, Wargaming announced their reboot. So I contacted them about what I needed to do to avoid legal issues and they came back and they said it would be fine as long as I renamed the game. So I did.

The name comes from the idea that there were two precursor races in the galaxy that waged war and disappeared, and the players explore the galaxy they left behind. The artifact planets are basically Antaran ruins, and Orion is the homeworld of the Orions. Those are the remnants of the precursors.

With regards to MOO1 there wasn't really much backstory provided for races in that game... most of that came with MOO3.

8
SevenElementsOPWriter•

Big ups to Ray for answering some of those, I wasn't sure on the answer myself!

As far as writing hurdles, I'd say the biggest one for me was trying to pay certain respect to the amount of... campyness(?) that was in the original game. I wanted to try to write each race to be unique and meaningful, but at the end of the day that sense of fun that was in the original game felt like a big part of the appeal, and I wanted to be able to write in some stuff that paid respect to that instead of going full-on serious or grim/dark that alot of modern sci-fi games (and maybe gaming in general) have now.

It's hard to pick a favorite race, but I would have to give a very slight edge to the Silicoids if I had to pick one. I like the art, I like their mechanics, and I like what we were able to do with them from a lore perspective. So yeah, a slight edge to them.

For differences between MoO and RotP from a writing or lore perspective, there didn't seem to be much backstory or lore (if any at all), in the original game, so it gave me a wide breadth in terms of creating personalities and lore for each of the races. I was very fortunate that Ray gave me so much creative control over the writing, and hopefully you guys are as happy with the overall final results as we are!

I hope that answers your questions, but if it doesn't let me know and I'll be happy to give any other information you're curious about!

6
oldgamer321•

What is it like being to work with Tom Chick? What ideas have you been discussing about on where to include some of the races' lore in different parts of the manual that Tom is writing for ROTP?

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SevenElementsOPWriter•

Unfortunately for me I have not had the honor or the pleasure to work with Mr. Chick directly. I believe that will come sometime during the beta when I compile all the backstory (and there is PLENTY of backstory not yet put into the game, believe me) and get everything ready for him. I'm very much looking forward to working with someone like him and I'm very excited for the opportunity to learn from him. But since I haven't gotten to that point yet, is it alright if I take a rain check on this one and swing back around in a couple of months with a more complete answer? Haha.

4
CptFizz•

You're doing a fine job, Jeff.

7
SevenElementsOPWriter•

Thanks very much! I know writing isn't at the forefront of most people's priorities when it comes to 4x games, but for people who like writing I hope I can make something that is enjoyable to read.

There's plenty more coming as well: I'm currently working on the game overs for each race and I hope that you'll enjoy them as much as we do!

6
leoyoung1•

Where did the idea for the Silicoid being religious jihadists come from? Was it fun to write for this role?

Do you have a favorite species? What is it you like about them?
A least favorite?

Were you frustrated by how few lines were permitted in some dialogue screens?

6
SevenElementsOPWriter•

So one of the things I tried to use as a foundation for the lore for each race was come up with reasons why their game mechanics are they way they are. Each of the races plays differently (and is different enough as an enemy!) that I wanted to have justification for why the game was set up mechanically the way it was.
For the Silicoids, one of their big personality traits is being inherently xenophobic, but I wasn't satisfied with the standard "we hate everyone because they're different" or "we are so biologically superior we hate you" reasons that a lot of xenophobic races generally exhibit. It felt a little too standard, and so through a lot of trial and error I eventually came up with the concept that the Silicoids were on a holy war against an ancient enemy, but they had no idea who the ancient enemy was or how they looked or anything like that. This meant that everyone they met would be a potential enemy, and thus would act as a primary motivation for their trademark xenophobic nature. I also thought this would open up more fun interactions for the player depending on their relationship with the Silicoids. And overall the Silicoids are very fun to write for, definitely one of the races I enjoy the most.

Additionally, since the original game had so many homages to what was then very mainstream science fiction tropes, I thought it might be fun for me to also add in homages to the science fiction that I have read or otherwise consumed over the years. For the Silicoids, I thought that having some subtle homages to Frank Herbert's Dune series (which I am currently re-reading for the sixth or so time coincidentally) would be appropriate. I won't reveal the homages in every race though, see if you can find them if you're so inclined!

As I said in a previous reply it's difficult to pick and choose a favorite (or least favorite!) race, but if I had to choose I would say that overall the Silicoids are my very slight favorite overall. The Sakkra are probably the most fun to write for, and the Bulrathi are probably the most difficult to write for.

Sometimes the space allotted for writing dialogue can be a bit frustrating for sure! But I find it a good exercise as a writer to force myself to be brief. I kind of have a tendency to be long-winded and thorough in my answers (see this reply for an example!) and it helps me grow to make cuts like that for space.

I hope that answered your questions and if you'd like any more information or have any more questions just feel free to ask!

6
wycca•

I really liked the origin stories and the attempts to fit the personality of the races with their in-game race relations & interests. Ie, I really felt like the Bulrathi was a bear race from their dialogue. The Klackons finding everything so alien to them was pretty awesome. The Sakkra being tree-huggers, etc. The other good thing? If you don't care about that - it doesn't change the MoO1 core for anyone. Best of both worlds.

My first question is, since we've not seen the final screens or such - do the stories every have some closure? Ie the Darlocks searching or the Silicoid crusade - will these have an ending?

My second question is, since I've not played enough to find it in-game, is there unique dialogue for meeting your clone race? Ie are the Klackons overjoyed to meet the Klackans? Does this spark unique dialogue when forming an alliance or attacking a mutual enemy? Trading techs? Etc?

5
SevenElementsOPWriter•

That's an interesting question actually. There are numerous game over scenarios and each race will have a unique game over script for each scenario. Some of these stories will have endings in RotP depending upon which game over scenario you get. As far as canonical endings to each story, such as those you would get in a campaign mode, I don't think we'll be having those in the first iteration of the game.

I'm not sure how much I can say on this yet, but I do have a canonical story and ending in mind for each race to match their currently existing histories and lore.

I like that idea about the clone races reacting uniquely to each other though! That would be a lot of fun to write for!

5
RayFowler•

I don't think we'll be having those in the first iteration of the game.

Right. We have talked about race-specific random events in ROTP 2 that would be related each race's history.

I'm not sure how much I can say on this yet, but I do have a canonical story and ending in mind for each race to match their currently existing histories and lore.

Sweet.

4
RayFowler•

since I've not played enough to find it in-game, is there unique dialogue for meeting your clone race?

No. Clone races are there to accommodate players who want to play on very large galaxies. Other than the different names, they functionally identically as their other clones... well, except races are diplomatically more friendly with their clones.

4
RayFowler•

it helps me grow to make cuts like that for space.

Hey! Maybe you should be paying me!

Plus, this is really good exposure for you. XD

4
leoyoung1•

This is so great. I appreciate the effort to put a solid story in place for each race.

3
Reformations•

I’m a part of another MoO1 homage project that has changed all names/graphics for IP reasons. One criticism of the game is that all races feel the same despite they having play style/bonuses similar to original races.

What advice would you give to those devs to help each race feel unique from a “character” point of view? Is it graphics? Text? Music?

5
SevenElementsOPWriter•

All three are definitely important. Different music can help set the tone for each race, and art is obviously the first thing people see. Even though most people don't list writing at the forefront of things that matter, I like to think writing is the thing that sets up personalities and differentiates one race from each other.

If you look at the Silicoids and the Bulrathi, they are RotP's physically large races, but their personalities are extremely different from each other, one being a race of warrior philosophers who uses their size to intimidate their rivals and the other being a zealous race of fanatics obsessively bent on finding an enemy they don't even know exists. The things they talk about, they way they talk to the player, and even the diction they use are all things that differentiate them from each other (and from everyone else).

So yeah, my advice would be that if people are feeling each race is mostly interchangeable in the way they're personalities feel, I would re-examine the writing and see if you can use that to help make each one feel unique.

3
RayFowler•

I would re-examine the writing and see if you can use that to help make each one feel unique.

I second this motion. However, I will add something that perhaps Jeff is too humble to mention or not self-aware enough.

It's not enough to have different writing for the races, you should have it done by a professional writer --- someone who is actually skilled at this task. Writing is one of those things that everyone thinks they can do at some basic level of competence, but the difference between a normal person writing and a professional writer is night and day.

The converse, of course, is that I'm not letting Jeff anywhere near my code!

3
SevenElementsOPWriter•

Thanks very much for the kind words, but are you sure you don't want to let me take a crack at coding? Though I suppose I can always wait until it's open source to try my hand...

4
RayFowler•

in that case, the only person taking crack would be me...

5
EX-FFguy•

Are you the only writer? Can other people write for the game?(Writer here)

3
RayFowler•

There are two writers on the project. Jeff is responsible for creating the in-game lore and text for each of the races. Tom Chick will be creating the user manual.

Although there are no other writing positions available on this project, there is little stopping other writers and artists from creating more races once the source code is opened up.

5
SevenElementsOPWriter•

As Ray said, that's basically the way we have everything set up from a writing perspective. But I'm very much looking forward to seeing other writers put their own spin on things once the game is open-sourced!

3
JoeNahmias•

So, here's a question: In my mind at least, the Klackons were somehow part of or related to the Formics from the Ender's Game series. However, you seem to have taken a different approach with them. Would you care to expand on your vision for that race?

2
SevenElementsOPWriter•

Lorewise, I wanted to set the Klackon up to meet the expectation of them being something of a hive-mind race (as I think many people expect space-faring insectoids to be), but make it different enough that it felt a little less stale of a concept. I drew from a lot of the more popular hive-mind races, but I wanted to extend the hive-mind trope from being a bunch of individuals who refer to themselves as a "we", such as the Borg, to more of a single consciousness that is shared across multiple bodies, more akin to the original Overmind and the Zerg.

Where the Klackon is different is that it sees itself as a literal single-conciousness, not as a "we" or as an overarching controller over its "children". The closest example I can think of would be like looking at yourself in a mirror: you realize that the reflection is not yourself, but it is yourself at the same time, as you control the actions the reflection takes. Multiply that by about 100 billion and you get what the Klackon sees.

The fun thing about the Klackon is all the unique interaction that an existence like this provides. It's never really known conflict (though it knows the use of weapons as it needs to keep itself safe on the homeworld), it has never known a need for subterfuge or political machinations, and it can't even fathom interacting with an "other" intelligent lifeform.

Originally I had it written that the Klackon wasn't even familiar with verbal communication, and the way that it spoke to the player would have evolved over the course of the game, from something like "No...fight...now...peace" to something like "I no longer wish to make war with you, Human. Now is the time for peace between your people and I." Unfortunately this had to be cut for time constraints, but something like that may also help to cement what the Klackon actually is: an ancient consciousness that views the bodies it inhabits the way you might view a hangnail or hair that gets cut, going out into space to try and find another form of life like its own that it understands its unique challenges, but happy to find any form of intelligence to converse with no matter how strange and alien it seems.

I hope that answers your question! Kind of long winded there, but if you need me to expand on it anymore just let me know. Thanks very much.

2