noxabellus'

Anamnesis: The Eidolon Tapestries


The seed for Anamnesis: The Eidolon Tapestries was not a genre or a mechanic, but a question born from a world of rigid belief: what happens when your own, undeniable truth is called a lie? When your very being is framed as a form of blasphemy?

For me, the answer was found in the quiet, digital sanctuaries of roleplaying games. Worlds like Morrowind and Knights of the Old Republic were not just escapes; they were safe spaces defined by deeply artful and aesthetic boundaries, and they allowed me to explore philosophy without fear.

ATET is my attempt to build such a sanctuary for others. This is not an attempt to impose my worldview, but to create a philosophical playground.

The motivating idea is to stage the great dialectic of grounded reality versus metaphysical truth; to present a world where fact and fiction play on a level field, much like our own. It is a space where players are not given a single, correct story to follow; they are instead handed the tools to explore, challenge, and ultimately author their own beliefs.

My ambition is to move beyond simply designing a marketable or entertaining game and into the realm of creating a true work of art; to forge an experience as meaningful and transformative as my own childhood journeys to the island of Vvardenfell in the far away province of Morrowind. The concepts presented here are a high-level overview of that vision.

The use of mythical language within this document is a deliberate choice. It is meant to bridge the gap between the detached perspective of the designer and the lived, subjective experience of a player or a world inhabitant. It is an invitation to step inside the magic circle, to begin the process of immersion before the first line of code is written.

Contents

  1. High Level Pitch - A myth-weaving RPG focused on philosophical storytelling, with emergent narratives born from a deep simulation. Players shape unique life stories through a cycle of living, distilling meaning, and authoring new realities; exploring the nature of self and belief in a deeply configurable, player-driven world.
  2. Art Direction - A stylized 3D world from a 2.5D perspective, where the character’s subjective experience shapes the visuals.
  3. Initial Experience - An immersive, tutorial-less first life that teaches the game’s core themes through direct experience.
  4. The philosophical and ontological construction in depth:
    • Ontology - The core design theory and metaphysical framework of the ATET universe.
    • Essays - Personal essays exploring the philosophy and themes behind the game’s design.
    • Lore - A collection of stories, characters, and world-building elements that illustrate the game’s narrative potential.
  5. The theoretical and the technical:
    • Concept Depot - A scratchpad for miscellaneous ideas and potential game mechanics.
    • Technical Depot - A scratchpad for foundational architecture concepts powering the game’s intelligent, autonomous agents.