An Unexpectedly Green Journey (orc life-simulator) [1.5+ Million Words] POST-RELEASE DISCUSSION- NEW! Speculative poll for focus of new DLC

I have so many ideas for path and lore linkings that (As Lore Master of An Unexpectedly Green Journey) I should be a hidden easter egg in any way.

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Haha! I do appreciate the time you take delving into the lore. I am sure we can concoct a future achievement in the next update which references you; I like this idea.

I think I mentioned in the guild quests something along the lines of ‘time having passed’ to give a reason for Gym and Jim to not recognise you. I could be wrong. Yeah, I think, by that stage, I was trying to avoid excessive callbacks to get the main task done. As long as the code isn’t too much of a mess, I would like to inject a few more callbacks like this. Same goes for Hot Fingers. I think he would be proud to have an accomplished grub digestor dine at his establishment.

I’ll see what I can do, mate. As for the pie-eating elf, I suspect the git was probably using magic. It just isn’t right that vast consumption doesn’t pile on the pounds. Sneaky bird bones.

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That is definitely cheating… then again, the Orc MC with the Shaman Build didn’t play fair when he took on the Ogre in a food eating contest with the Shaman Tricks

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Haha. ‘Tis true. Real gits always find a way to win, fair or foul.

Another idea, it is connected to the Ring of Shove-off Nasty (I would call it the Anti-Corruption Ring, after all, I am a human). I feel like it doesn’t really have a long-lasting effect and role in gameplay, it should have a more significant role in certain paths like the Chieftain Path where it can repel the Cyclops’ Mind Control, the Shaman Path where the MC can use this as a way to hold back the Bad Ending even more since the Powers of Beyond and Below wants to tempt the MC in a dire state, the Adventurer Path where the ring will and might have many uses in certain quests, and there should be extra dialouge from the Young MC’s Adventures, like from the East where the MC wanders in the forest, and repeling off corruption in the Fighter’s Guild Job the MC takes (It should have a mention in the Adventurer and Freelance Paths), from the North where the MC can use this to help fight the demonic orc, and from the west where the MC can use this to repel off the Cyclops’ Mind Control in the mines, and it will also be useful when the MC enters Zhuthulu (I don’t know how to spell that word).

The ring can be also useful for players who don’t have more than 80 Piety or Krog’s Chosen Trait, or both.

I might have another one, it is regarding the Big Dirty Brute Stones, it should have an lasting effect on the Arena and Adventurer Paths, the Arena Path will benefit more from those stones as the MC used them to increase strength after buying them. Shufla would appreciate the MC taking the initiative in training with them, extra +1 arenarank for the MC.

You did make a comment about adding Recipes to the Big Belly Path, I wonder what are those recipes? It gave me another idea, I don’t know if I already mentioned this but the Morbidly Chubby Halfling Recipe Book is useful for and in the Big Belly Path (+2 to +5 bellyrank, maybe it can be useful for Chief Blogga’s Feast where the MC can share the Halfling’s Recipes to the Tribe and Big Bellies?), then there is both the Stirer Tribe Job and the Cooking Competition, the Recipe Book is useful for enhancing the slop after the MC stirs in any amount of strength, and it is most useful for finding which ingredients that go well together, but the MC needs a considerate amount of Cunning to properly use the Recipe Book (So that the MC won’t just put the recipe book in the slop and losing it, and so that the words on the book are easy to read for the MC, it might look Un-Orcly, but life in Arbit works in strange ways, even if there are opportunities that look Un-Orcly to Krog)

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Wow, love this. Having the artefacts have a resonating effect makes them more worthwhile, rather than just a bit of side-fluff with a one-time effect. My main issue is that adding more variables to areas of the game already overburdened with variables could mess things up. I won’t let our MC repel the Cyclops, though; this would mean drastic changes to some later moments. I need them to appear unbeatable at first.

I will definitely need a deep-code dive. Some of this will be easier than others to implement. And you are right, Arbit is strange; un-orcly things can prove beneficial in the long term. If being un-orcly helps the orcs batter the gits, then Krog might turn a blind eye.

I also remember the special achievment for the Lore Master!

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Fair enough, I went overboard with the options, especially with the Ring of Shove-Off Nasty and Cyclops Mind Control, you would need a lot of code changing and modifying, I would still love the option for the Ring to have an effect in the Final Battle against the Cyclopses in the Chieftain Path. Maybe the MC can forge the rings with the help of the Elves, Dwarves, Humans, or his own Orcs with Blacksmithing skill and Shaman Magic, either for only orcs, or all of Arbit

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Overboard is good, mate; I know you want to deepen the whole experience. I am happy for any ideas. Even ideas that are impractical can lead to other ideas. As I said, loads of good stuff here. :+1:

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Epic

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It is Krog, the Orc God, he comes in many ways, and the Chief MC also made him into a God of Peace as well.

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Speculations on a DLC.

For the first DLC, I have a few ideas. I can add to these and set a future poll later to account for new suggestions. Lots of time right now, as I am still working on A Shriek of Ash and Fire 1.

My favored path so far, and one I think is somewhat appropriate, is creating a Thieves Guild Path. Consider it a darker mirror of the Adventurer’s Guild, where we will have new companions. We’ll start as a mere orc thug and build our own guild in the shadows of civilisation with many illegal acts, including spying and assassinations. We can rise to become the Don Orceleone, the big mafioso, of Krog Pile, someone who even emperors fear. Or, rot in a prison… Perhaps we could have a prison arc somewhere here, too.

Perhaps we can expand the Adventurer’s Guild path. At some point, we’ll be given a new quest to leave the old ones, taking us to a faraway, unexplored part of the world… maybe the Dragonlands, to go on an all-new epic adventure. I have vague notions and emotions about what will happen, but I will need to tie a few things together first.

Next, one day, as a young orc, one who shows aptitude with magic, we get a studious, decrepit fellow visiting the Dust Clan. He is from a place called the Ether Steeples, the foremost school of magic in the world. This will see our orc become a student and a fish out of water among the various elves and humans learning the arcane arts. We’ll study, learn spells, rise up the ranks and deal with the decadent, morally ambiguous academic folk. Wouldn’t it be a fine thing for an orc to become the Archchancellor of such a prestigious institution? There will, of course, be sinister secrets afoot.

Perhaps we have a new start in the province of Greenburg, the orc-dominated lands under Imperial human rule. All true Greenburgers must deal with knowing they are not made from the stern stuff of their plains’ kin. We dream of becoming a knight, dealing with rival provinces, and, perhaps, forcing the Empire to take our province seriously and not see us as uncouth bumpkins with an inferiority complex.

Lastly, something very different. This may not be suitable for a first DLC. I propose a Krog’s Eye View expansion, where we, as Krog (perhaps as the MC’s guiding hand), direct the Green Empire through its four centuries of life. Consider this, very loosely, like a mini-Crusader Kings type of thing, though in no way as expansive.

Any other suggestions are welcome. This poll is not binding but just something we can all mull over.

EDIT: All DLC paths will take us away from the rest of the game, for ease and to make sure I don’t break the game. We might still meet a few old friends or foes, and we’ll keep our orc (I will provide new starts so someone can jump straight into the new content), but it will effectively cut our orc off from their old life. We will not be forced to take the DLC path; the player will know when this is happening.

  • Thieves Guild. Don Orceleone.
  • Ether Steeples magic school. Harry Porcer.
  • Expanded Adventurer Guild quests.
  • Greenburger knight path, from birth to death.
  • You ARE Krog. Crorcsader Kings style.
  • Other… Leave a message.
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…..how did you manage to come up with 6 different options all of which sound great… so it their like a all above type hidden choice or far to much work?:pleading_face::pleading_face:

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Thieves guild is probably going to be the easiest of these to implement since all it’ll entail is writing its own self-contained story arc and then making sure past achievements from the mature arc get included into it. Honestly the only place where I think it really diverges from the adventurers guild is I don’t really see a way you can bring it back into the main story with the old git path unless the player explicitly chooses to give it all up at the height of their power and head back home.

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@Lucifur-dark

Thanks, mate. All the ideas, except for the Krogsader Knight thing, are things players have suggested, though embellished by me. Only one path will be the focus of the next DLC. It will be a paid DLC. I plan to make it roughly 250k, so it will be on the cheaper end of the HG lists- the price will be set by CoG as far as I know.

If the DLC does well, I fully intend to add more. Smaller projects with quicker turnaround are a nice break from writing huge things, and may be more cost effective. Maybe not. We will see. I will have to learn some new things about DLCs first too, for the best way to implement it.

I would LOVE to, one day, have each of these options as a DLC. The first one is the most important though, to test my ability in making such a thing and assessing the reaction to it.

@Sujan_Dhakal

Hi, mate. I fully intend for all DLC to pull us completely away from the base game. Our MC will decide to take the DLC PATH; it will be a player choice and not something they can unknowingly wander into. This gives me the freedom to not get bogged down with accounting for thousands of variables. Of course, a few key variables will carry over: some friends and foes and some of your past actions. But, in all, it will be a fresh experience.

For the Thieves Guild, we will be required to ‘fake’ our death and become one with the shady underworld, unhampered by old connections.

I will always take player feedback and preferences into account, but I have other considerations to weigh up. For now, everything is speculation and undecided, though I am leaning a certain way.

The first DLC must be something I know I can do (or think I know I can do) without having to break new ground. It cannot be something that drastically changes the experience of the base game, for fear that it would simply put people off. If the first DLC does well, other more experimental options can be considered. Green, the base game, did its own little bit of groundbreaking, and now the shovel is dented until I buy a new one.

I must feel a spark of passion about the direction of a new DLC. To this end, I may appear horribly narrow, but even if 100% of players demanded something that didn’t feel right, I wouldn’t do it. However, if 100% of players were really passionate about something I felt had potential, although it was not my first choice, it could stir my mild interest into something more tangible.

On Patreon, for example, this same poll has come out massively in favour of the Crorcsader Kings thing. This is something that has my interest but will require masses of new systems and have to account for many old variables. It may also be something that ends up not being ‘fun’ and might be hard to fit into 250K. I feel it is too risky for a first DLC, though knowing so many people like the idea gives me an incentive to look into more for a possible second DLC.

Each of the ideas I have posted are those I feel I can get behind, in one way or another. The Thieves Guild path is the one I have tossed around most in my mind. I think I can make it fun, building up a gang of differently skilled criminal types, acquiring and expanding guilds and fronts, going on heists for loot and fame, and expanding into officialdom with spies, blackmail and assassinations. Gives goblins a use too.

But we shall have to see. Just speculation for now.

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Harry Porcer Is Flippin’ Cool

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Haha, you know, it could be a fun ride making a DLC like this. Like I said, Thieves Guild is my favourite, but it is not the definite choice. The only option, and I do love the idea, that I am very wary of for a first DLC is the Crorcsader Kings one because it is so very different.

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Just how many DLC do you plan to make?

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Just one, for now, as a palate cleanser between the Ash and Fire books.

If it does well, I hope to do more. If, after doing one, I find people lack interest and hardly anyone buys it, I’ll stop.

This first one is testing the waters.

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That’s right, take it slow. Just don’t make it too cheap and/or too expensive. Also, find the right time to introduce new lore and story as DLC.

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Green Journey had an excellent first month. As with all games, it had a massive drop-off in the second month. I have some evidence, although this is mostly speculation, that the drop-off was greater than average for games that had a good first month. This may be because the folks who wanted an orc game were quick to buy it in month one!

Since then, Green has bounced around. It often appears in the top 15 in the Hosted Games app in terms of sales. The last few weeks have seen it drop to its lowest week-by-week sales ranking. It may well continue to bounce up and down or settle somewhere.

Green was a different style of choicescript game, not because it was an open world (many have done a version of this), but because the open world extended, more or less, through the entire game. Also, it is a very large game and very choice-driven. And it was about orcs. That Green was a novelty probably helped me.

Green entirely lacks romance. It is about orcs. It is an event rather than a character-driven story. It deliberately lacks a narrative focus in the early parts. It greatly deviates from the favoured chapter format. Now, I made the game I wanted and would not change it for the world, but these are some reasons people may not have wanted to try it out. Or reasons why it didn’t click.

I have asked this question before, but I think I should ask it again, in a slightly different form, now that my brain is tossing around possibilities.

I realise the poll will be biased, as many who check out this thread have bought the base game, but I wanted to cover all possibilities for those who haven’t.

If you have time, let me know your thoughts.

  • I have bought Green, and I would buy a DLC regardless.
  • I have bought Green and might buy a DLC if I like the premise.
  • I have bought Green, but I wouldn’t buy a DLC.
  • I haven’t bought Green, but a DLC would encourage me to buy the base game.
  • DLC or not, Green is not for me.
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EDIT: I literally have not bought Green, but a DLC would encourage me to buy it :smiley:

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