Hello! Thank you again for the response.
I always find game design discussion interesting and energizing, never frustrating. The presence of a game does not equal the absence of another; I want more games about all sorts of things!
Thank you so much for sharing! I love the idea of an alien family tree, as I do like SF a lot, and I would love to see more 'Roottree'-likes that map relationships beyond genetics. I also love the SF you mention; I adore truly non-human aliens and non-human fantasy cultures too. I think, too, (nor do I think you were implying this) that we do not need to reach for nonhuman people to have different takes on family. The stories of Le Guin always stood out to me, such as in her 'A Fisherman of the Inland Sea', in terms of thinking about different possibilities for human relationships.
I certainly understand the need to scope with familiarity for any context including a jam. My own prototypes for my conlang game-in-development have had issues of onboarding, where I want to avoid infodumping, but also have to convey context. One needs to convey less context if one assumes shared familiarity with the player, but I want to write stories with less familiarity... I think that I will take a leaf from your book and scope smaller at first just so I can publish something (I have mainly shared amongst friends so far), then build up from there.
I loved the bloodline aspect for gameplay! I especially loved that we had the rules for succession at the very start and then had to implement them at the end. I did enjoy that the rules for succession didn't follow typical Western European ones, and I appreciated the cultural aspects such as epithets. If it means anything, I did understand that you (as the creator) presumably did not think well of monarchy as governance or of only genetic relationships having value. I read it as "unfortunate implications".
(I would also love to see the everyday lives of people in this world. The "twist" of their nature in relation to "us" delighted me!)
It makes me utterly heartened to hear that we will be meeting more groups with different perspectives. The player's role in this story certainly forms a tricky part to consider. For example, if I were developing this game, I might consider adding a means by which to reduce the influence of bloodline or even of monarchy... *but* such a thing would also carry the unfortunate implication of the "foreigner from a dominant position" dictating the future of a sovereign people. If we were playing a Trevosan, this would have a different implication, although then the whole story with its twist and language would not work. Meditating on this makes me more affirmed about my desire to establish premises not about gods, kings, or empires in the first place. (I don't mean to imply anything about Archives with that statement, just that I don't envy the position of having to consider it more carefully). Thank you for looking more closely at your work and pondering how to address it, whatever comes next.
I hope that my comment hasn't made you concerned that others think less positively of your games than they seem to do. Many players do not mind as much in fiction. Furthermore, my love for your games and their mechanics remains just as strong and true as my critique. My critiques do not take away from my love or enjoyment, nor vice versa. Both remain true at once.
Thank you so much for inspiring me and making me see the possibilities. I hope to someday demonstrate it, and hopefully get hit with critique and feedback, too, so that I can improve. I know my writing and mechanics will overflow with unfortunate implications that I haven't even realised yet. But, it heartens me that, collectively, enough people care about one another and about doing right that we can teach and learn from each other about how to create more thoughtful works.



