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Ideas for AEWVS: Animosity-Blighted Curriculum

I wrote a lot of ideas on Discord, particularly on a channel Noli made about AEWVS ABC on the fanon wiki server, and Itch too a while back

NOTE: This page will probably have spoilers for Advanced Education with Viktor Strobovski

Also it isn't done

General idea

AEWVS: ABC is an RPG-style AU of AEWVS that includes proper advanced education, more mechanics, more levels, more teachers, more characters, more content, and more. It will include a comprehensive curricular framework, as well as a bunch of beloved old characters such as VILE, Corvus Slaughtmanson, Mr. Jaxbot and some others

Lol.

Oh man, I wish I knew how to write game design documents! Then all of this info would be a blast!

General design

Not much to say here (yes I still think that even after typing such long paragraphs, because I think Noli's right - my points would probably hit harder if I said them in half as many words - not that I've figured out how to do that, of course), but I probably should mention a few things about it

The game should be simultaneously cruel and empowering, in the sense that you will be harshly challenged and punished, often dealing with things that are difficult or unexpected, but you will also get a lot of assistance and support to make all sorts of things easy and intuitive for you by themselves. Accessibility should not be the main issue; it's the inherent challenges in the scenarios as well as the psychological framing that should. The game should do everything it can to inherently optimise the player's academic, cognitive and practical abilities.

The game should feel mostly fresh and vivid (- some staleness can be acceptable, but not as the main atmosphere), but also dreadful and harrowing on every level, between all sorts of things like instinctive primal threats, uncertain ambiguous ones, overarching power structures and deep existential dread. (Wow, I am not very good at this but I'll have to keep going to get the point across anyway...) Every negative emotion and reaction that can be appealed to should be, as far as it is reasonable. The Panacea PAP Station especially should be scary, unlike in the original game. One thing it could start with is exuding a near-impenetrable sense of insurmountability and security that gets you killed every few seconds when you restart the level and try to infiltrate it. (Like come on, you can't just make everything out of anperfysium and then go lax on all the rest of it...) The rozitals should speak Greek in a customised dialect (suggesting that they branched off a while ago) that has a similar sense of foreignness to what Shakespeare's dialogue, or old/middle English in general, has compared to modern English, and feel unnerving in that sense even if you realise their conversational content is casual small-talk, and they should be comparable to military armies in how deadly they are.

Every localisation of the game should be abbreviated by the first three letters of the target language's writing-system (where such ordinals would be applicable) because yes

Levels

There's going to be a lot more levels in AEWVS ABC than there were originally, so I've started thinking about some of the gimmicks of each level. The layout of each level in AEWVS has at least some sort of distinct theme: the Math Level is mostly a windy path with a few minor dead-ends and loops, the Language Level is a big interconnected complex with some dead-ends, and the History Level is sort of a large-scale multi-storey complex, but a bit more simple and straightforward to navigate around.

Here are my ideas for new level layouts:

And with that, we have gotten to a total of 10 ideas for levels

I've also considered making the levels slowly increase in complexity and introduce new mechanics related to things such as strategy, sight, sound, scent, stealth, parkour, hydraulics, machinery, chemicals, biohazards and some problem-solving (a tiny bit like the maintenance levels in Baldi's Basics Plus), as well as new elements to go along with them.

Now for a paragraph on the actual subjects!

Yeah I still haven't written it yet \(-_-)/

New features

Reworked features

Curricular system

A large part of AEWVS ABC's focus will be the actual education and it's aspects, perhaps on a 1:1 to 1:3 ratio with the rest of the gameplay.

Here are my current intentions on some changes in how the notebook interactions will flow:

Now here are some specialised aspects of the notebooks:

Back to my ideas