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Tales of Pandamonia: The Sacred Dungeon Theory and Development

Knighterius

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Salutations to anyone reading my first entry to my new clean blog!

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This is the game that I have currently been devoting my time on and have been loving every minute of it. I did, however, way back when, stop my progress and stumped myself in a hole of nothingness as year 11 got the best of me and drowned me in literary metamorphosis, cell division, half life (not the game lol), calculus and redox reactions. Although now, now I come baring gifts from all this hardship, I am as though depicted as Daenerys Targaryen and through the fire I bare with me powerful Rpg mayhem!

 

 

 

Id, Ego and Super-ego

My game loosely follows Sigmund Freud’s concept of the three parts of the psychic apparatus.

 

Id: This represents our innate comprehension, our natural reasoning, our instinctual actions that originated before our tabula rasa.

 

Ego: This is the balance, it’s the ability to articulate both Id and Super-ego and then rationalise a decision using the two. Wikipedia actually worded it very beautifully “mediates between the desires of the id and the super-egoâ€.

 

Super-ego: This is our sense of what’s good and distinguishing it from the bad; this counterbalances the Id, as is the reason why it is seen as critical as I will prove shortly if you decide to keep reading.

Since Id closely follows who we are in nature it can be defined with the story of The Scorpion and the Frog.

 

Once there was a scorpion that needed to get across a river. He asked a frog nearby if he would take him across on his back.

“I can’t do that!†the frog cried, “How do I know that when we are half way across you won’t just sting me?â€

With this the scorpion replied, “That would be foolish, silly frog, then we’d both drown,†this statement made the frog agree and with that the frog began to take the scorpion across the river only when they made it half way across, the scorpion stung the frog.

“OWWW! Why did you do that the frog cried†as they slowly began to sink.

Solemnly the scorpion replied, “I’m sorry...it’s in my nature.â€

Now, it can be proven that the scorpion’s Super-ego was weighed out when his Id became overbearing and in turn this proliferated the exceeding events which lead to the death of both of them. The Ego was unable to balance between the two and it can further prove that nature could in fact be stronger than what is perceived as morally right. So if there isn’t a consistent balance of each then the consequences can be dire.

 

Doppelgangers

Most of you would already know what a doppelganger is, however, I shall just state that a doppelganger is an apparition of a person. If these “apparitions†were to exist, perhaps they could be defined as the split between the three parts of the psychic apparatus...

 

Applying these Theories

My game follows the basis of these two components and links them together. Abbadon, the demon with a dagger in his smile and angel eyes has sought refuge in his final chamber eons before where the game takes place. Little did he know that this chamber was in fact his own living hell to suffer in for eternity. Accompanied by his lover, Sheol, they devise a plan to increase their strength and unshackle the magic that keeps them locked inside their tomb. Through insanity they watched their reflections and their shadows and finally realised the way to experience an evolutionary divergence into more powerful, superior beings. Using blood magic from a human sacrifice they found a way to split their Id, Ego and Super-ego into their reflections and more so into their shadows, taking a piece of their strength. However, Abbadon and Sheol knew that by giving these creations life they would grow stronger individually without the usual impact of each other and then when they were strong enough they would merge again and overcome the powerful magic that sealed them in.

 

So these shadows and reflections become their “doppelgangers†in a sense, as the chamber slowly begins to degrade and the three main characters have to stop Abbadon and Sheol before they merge.

So that’s the basis of my game! There’s lots of other cool stuff in there as well which I’ll explain in other entries. This includes, parallel universes, character back stories and definitely some battle teasers!!



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Oooh.  It sounds pretty awesome and really well planned out.  For a minute there I thought you meant it was year 11 of working on the game but then I figured out that I am a dumb American and you were in 11th grade or similar.  I teach preschool so I see a lot of that id ("I'm crying because I'm wasting my play time crying!")  Sounds like you have a good basis for developing bosses whose battle style is a direct reflection of their nature (as opposed to the more common "I'll make this one an ice lord with sleep attacks!")

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Personally I like Jungian psychology better as a basis for a game, but then Persona sort of cornered the market on that didn't they? Hehe... Then again, Xenogears back in the PS1 era sort off did both so whatever. I think "Doppelgangers" sounds like something closer to Persona or Shadows though.

 

There is so much deeper games could get into stuff though then the surface elements though, and they usually don't. I think maybe Xenogears was the only game I know of to even mention the Anima and Animus, and I think archetypes were important somehow too? I dunno. Xenogears is one of those games that I never managed to finish, and half of it seems to have been cut or fiddled with due to budget restraints. Rather like Neon Genesis Evangelion, the anime that was it's biggest influence.

 

It would kind of be interesting if Abbadon and Sheol did end up merging, but as a result of the human interaction with it's doppelgangers the resulting being decided to abandon it's old goals and identity as demons and become basically a good guy, or at least neutral, and leaves humans alone at the end.

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Oooh.  It sounds pretty awesome and really well planned out.  For a minute there I thought you meant it was year 11 of working on the game but then I figured out that I am a dumb American and you were in 11th grade or similar.  I teach preschool so I see a lot of that id ("I'm crying because I'm wasting my play time crying!")  Sounds like you have a good basis for developing bosses whose battle style is a direct reflection of their nature (as opposed to the more common "I'll make this one an ice lord with sleep attacks!")

Thank you! Haha, yeah sorry, I'm from Australia so the 11th grade is my year 11 and what not. xD Haha, yeah that's exactly right, and if we were to apply those children to Abbadon's concept and take away their "id" who would they be? What would they think like. It creates a whole other person. Then we have to question these notions of amorality, immorality, and morality. It's all very intriguing stuff.

 

 

Cool story concept. Damn demons. Always causin' trouble with their shenanigans =D

They sure do!! This demon, especially. Unless of course only one part of his psych makes him a demon O.o hehe

 

Yessss Freudian psychology, this is my JAM (or apple jelly, it depends on your preference! :D)

 

The story about the frog and the scropian made me sad :( but I love your premise, it sounds absolutely wonderful :)

Hehe, yeah his concepts are very interesting and unique. Definitely going with apple jelly. :)

 

Mhh, the story is very sad, but it just goes to show how strong the "Id" is. Thank you! I'm glad you found it wonderful. :)

 

 

EDIT: Didn't see your post, Zap Zap

 

Personally I like Jungian psychology better as a basis for a game, but then Persona sort of cornered the market on that didn't they? Hehe... Then again, Xenogears back in the PS1 era sort off did both so whatever. I think "Doppelgangers" sounds like something closer to Persona or Shadows though.

I think most games, if even for a small part of it, follow Jungian psychology since a main character never starts off with everything, for progression standards the player always starts at a low level and as they make it through the game the complexity of the story line strengthens and the character's learn to find themselves, so I think my game, like most games, will have aspects of that. Unless I have been mistaken. As for doppelgangers, that was inspired by the Gothic fiction Frankenstein, although, Herr Frankenstein looked nothing like the creature, it could be deduced that by Frankenstein making the creature he in fact made his counterbalance; his doppelganger. Just some literary notions I studied last semester. 

 

 

It would kind of be interesting if Abbadon and Sheol did end up merging, but as a result of the human interaction with it's doppelgangers the resulting being decided to abandon it's old goals and identity as demons and become basically a good guy, or at least neutral, and leaves humans alone at the end.

Well that's entirely possible, since the doppelgangers make up the components of who they are. 

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