{"id":2875,"date":"2014-12-31T09:58:11","date_gmt":"2014-12-31T17:58:11","guid":{"rendered":"http:\/\/www.wurb.com\/stack\/?p=2875"},"modified":"2015-02-11T22:43:38","modified_gmt":"2015-02-12T06:43:38","slug":"hadean-lands-setting-and-transformation","status":"publish","type":"post","link":"https:\/\/www.wurb.com\/stack\/archives\/2875","title":{"rendered":"Hadean Lands: Setting and Transformation"},"content":{"rendered":"<p>If there&#8217;s one thing every sufficiently-large puzzle game needs, it&#8217;s an excuse. Some reason why walking around and doing stuff requires convoluted shenanigans. You&#8217;re sneaking around a high-security facility and would be observed if you took the obvious routes. You&#8217;re exploring a ruin, and a lot of the floors and staircases are collapsed and impassible. It&#8217;s all a test. There&#8217;s wild magic interfering with you. The whole world is stylized enough that you automatically don&#8217;t take it seriously.<\/p>\n<p>In <em>Hadean Lands<\/em>, the primary excuse consists of fractures in time. Something has gone wrong and various bits of the &#8220;marcher&#8221; (alchemical spaceship) you&#8217;re on are frozen in time, with barely-visible barriers separating you from your trapped-mid-stride crewmates, or from glimpses of alien planets. Yes, planets, plural. Whatever befell the marcher has twisted space up enough that different fractures show plainly different worlds: a Hadean land here, grey and airless, a Thalassan land there, covered in toxic sea.<\/p>\n<p>But then, there&#8217;s some indication that having access to multiple worlds at once is normal. One room has a dome full of windows, each showing a different sky. Apparently the marcher uses this to navigate. And then there&#8217;s the peculiar matter of the basement, which leads to a ledge on an underground chasm, which is deep enough that you can&#8217;t see the bottom. The chasm has a number of doors leading to parts of the marcher, which makes it seem like a permanent feature of the thing, not a by-product of the time-fracturing accident. And yet, it&#8217;s underground. Perhaps the marcher isn&#8217;t so much a ship as a building that generates portals? But it&#8217;s described in nautical terms otherwise.<\/p>\n<p>So basically the setting keeps you a little unbalanced by combining disparate ideas, convincing you it&#8217;s one thing and then showing you that it&#8217;s another. Even the base concept of &#8220;alchemists on a spaceship&#8221; works into this. Even the mechanics, as described last post: inventory items that you later realize you don&#8217;t need to pick up, a reset button that preserves state. Alchemical transformations symbolized by transformations of understanding, and vice versa. I&#8217;ve found a scrap fragment referring to the creation of a homunculus, and I won&#8217;t be at all surprised if it turns out that this is what the player character was all along without knowing.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>If there&#8217;s one thing every sufficiently-large puzzle game needs, it&#8217;s an excuse. Some reason why walking around and doing stuff requires convoluted shenanigans. You&#8217;re sneaking around a high-security facility and would be observed if you took the obvious routes. You&#8217;re exploring a ruin, and a lot of the floors and staircases are collapsed and impassible. [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[70,69,84],"class_list":["post-2875","post","type-post","status-publish","format-standard","hentry","category-uncategorized","tag-andrew-plotkin","tag-hadean-lands","tag-if"],"_links":{"self":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/2875","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/comments?post=2875"}],"version-history":[{"count":3,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/2875\/revisions"}],"predecessor-version":[{"id":2916,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/2875\/revisions\/2916"}],"wp:attachment":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/media?parent=2875"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/categories?post=2875"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/tags?post=2875"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}