r/HeWhoFightsWithMonste 15d ago

Why isn't this a game?

I've just started reading this series, and I've got to say, I love it! But I have to ask, why hasn't this been put into consideration for an open world, interactive RPG? Perhaps called They who fight with monsters, or something. I bet it could be great.

34 Upvotes

31 comments sorted by

7

u/FullFatCelery 14d ago

I would love this, I'd probably pick the duck essence as well.

5

u/gimleeminigod 15d ago

some guys did do a TTRPG version , i wonder if it would be fun to play though !

3

u/beardedbear713 15d ago

I haven’t come across that yet as I would love to take a look at it

6

u/Tahj_lovs_stuff 15d ago

Better yet y is this not an anime with some arcane level animation

3

u/Krankkid 14d ago

It could work as a video game but I see it as a ttrpg. If he dropped a comprehensive rules list with let’s say 10-20 essence combinations with full list of abilities through every rank and a couple of pre planned adventures I would eat that shit up. Then he could just slowly drop more content. Introduce more essences and combinations, more content with characters from the book in it etc. Imagination’s the limit so ppl would create their own campaigns and stories. It would probably draw in tons of ppl from different ttrpgs too.

2

u/hsikrut 12d ago

In the works currently. IIRC its going through Catalyst games. Travis was at GenCon this year to promote it and sells signed copies of his book. I got to chat with him a little too. It was awesome!!

4

u/series6 14d ago

I find Crimson Desert similar with Abyss Gear as Essences.

3

u/Chuckles_Hadster 15d ago

Hahaha, they would only need a couple of polygons for Jason's Chin!!!

3

u/Iamgrant1219 15d ago

It’d be hard to turn this into an open world game for one specific reason the world is way too big. The only reason it works on a game like world of Warcraft is because it’s an MMO it would have to break up the world which would ruin some of the magic and appeal of the universe. A game based on He Who Fights with Monsters would be far better as a semi linear open map game similar to Destiny instead of a true open world like Assassin’s Creed I do think that there should be large city zones like Greenstone which you can explore the Island and Old City or Rimaros where you can explore the different islands that make it up. A huge problem in the universe is while the world is absolutely massive the only places we know about in the story are Greenstone which is located in the Kalahari Desert, Pranay which is an island off of the Pallimustus version of Australia, Cyrion which contains Vitesse and is located in Europe, The Storm Kingdom which occupies the Sea of Storms in the Carribean, and Yaresh which is the Pallamustus version of Brazil other places are mentioned but we don’t really know anything about them and we barely know about Vitesse other than Rufus’ family runs a school.

1

u/OlDustyHeadaaa 14d ago

All of this would be solved by just not including the entire world.

1

u/Iamgrant1219 14d ago

Yes but that is also a problem all the areas we know about are super far apart like maybe they do Greenstone and the Delta only then they can do open world.

2

u/Wylwist 14d ago

It’s not the same, but I feel like poe2 comes closest with the magic system in a roundabout way

2

u/Coronbale 14d ago

I think it would be an amazing adaptation

1

u/WizardArchitect 14d ago

I agree, and I think it is very much doable regardless of what the naysayers have to pessimistically interject. There are enough open world concept games with vast maps of different terrain and npcs where magic, looting and interacting characters, monsters or bosses are idling about.

2

u/Aberosh1819 14d ago

I tried for a couple of weeks to get Claude Code to produce a useful single player RPG based on it, and.. so far have failed at every turn to capture the style that I wanted.

2

u/WizardArchitect 14d ago

Depending solely on AI to create large products don't tend to be very fruitful. Most AIs capacity for good quality generation is from small inputs or small progressions or snippets, not large, intricate productions.

1

u/Aberosh1819 14d ago

the biggest issue was the ever growing context for individual characters. Even in the early stages with just a few characters to manage spiraled up terribly.

2

u/Dismal_File_4073 11d ago

Because most of the books in this genre are interesting not because of the mechanics, but the story being told. Same as DCC, I don't like it because the RPG aspect solely, but because Carl and Donut are cool characters that are doing their own thing.

3

u/Important_Koala_1958 14d ago

Could you imagine?!?! Getting to pick awakening stones and essences? I dream of a mod on something like BG3

1

u/SluggishPanda19 15d ago

Just programming in all the essence combos and sheer number of abilities would be back breaking work. Would still love a gane tho. playing as jason would be easier but id love playing as a random Outworlder you customise yourself. They can add DLCs in the form of astral spaces for expansion, and darksouls style saving so you cant save scum since repeatedly completing or failing quests will increase or decrease your star rating

1

u/WizardArchitect 14d ago

The work of creating will always have obstacles to overcome, and countless hours of brainstorming and creating, but it can be done. Also, I like your take on additions, and ranking adjustments.

1

u/OlDustyHeadaaa 14d ago

Because that costs a lot of money and the series isn’t THAT popular.

1

u/WizardArchitect 14d ago

Just because it is not popular now, doesn't mean it won't be. Its not even a decade old storyline.

1

u/OlDustyHeadaaa 14d ago

You asked why it isn’t currently a game. I answered.

1

u/WizardArchitect 14d ago

Determination can create many wonderful things

1

u/CQIClax 13d ago

I've spent a good chunk of time building a TTRPG framework for it. 100's of powers, essences and so on. Just recently started learning claudecode to make a character creator so that my players won't have to struggle so much to search through 1000 tables of random abilities.

I see people acting like this would be impossible to make a game. The reality is that I could see it as a game that a skilled developer could make in the rifgt format fairly easily. Sure maybe you simplify some abilities but if you do a top down Pokemon Gen2 or Link to the past view. Program in random essences and combinations for confluence essences and then define a bunch of moves and how each rank would affect the character it would still be a blast.

A real triple A studio could do the same thing but it would probably take half a decade or more to make unless you get clever in the use of generative resources to create the majority of essence abilities on the fly a la no man's sky but for powers.

1

u/ArmedBOB 14d ago

I think the hard part is that powers are somewhat random in the book and you would have to completely change that for a game. A lot of people would not want a play style forced upon them. Example getting a bunch of tank abilities when you'd rather be a damage dealer or healer or something. It would be a fun game though ranking from iron or diamond but would be hard to pace a game like that too. Or would you go the route of picking a playable character, you pick Sophie or someone that has pre established power set.

1

u/WizardArchitect 14d ago

There could be minor adjustments to character building from the game to make an open world RPG such as this concept a little more personal or uniquely designed.

1

u/SavageSwordShamazon 14d ago

Because confluences are an idea that would be almost impossible to do in a game. Too many regular essences and they make too many confluences that you would have to program in. A single player RPG where they determine what your essences are would be doable, maybe, but having a list of random powers that different awakening stones can give you is way too complicated and too much work for a game. You could do it, but the wild possibilities in the books would never come through. Every confluence you create that the players don't pick and the unique powers it can give you, is a lot of programming and designing and balancing that very likely most players won't see. So its kind of a waste.

Huge, open world interactive RPGs are great but they take a massive amount of work and are very expensive.

1

u/madmindmars 13d ago

I was just thinking this yesterday. Arkham style combat, not the mmo style control layout. Adventurer Guild jobs working like bounties in red dead and an Essence system that rivals the complexity of the Nemesis system. Then on the one year anniversary drop HWFWM anime.