Dechef said:
Sorry but no, that is kinda bad. A mailman game? I mean how would it work? Would you get more points the more 'serious' the mails get...? Would there be anything at all besides... delivering mail? I also fail to see how this has anything to do with the four horsemen, unless I'm missing something here.
Mailman: The Apocalypse
Armageddon with a postmark
In M:TA you take on the persona of fate incarnate where you work to stave off the coming apocalypse by manipulating the people who dwell in the world.
As a cosmic being, you have assembled a city scape that allows you to travel the tens of thousands of miles in only a few moments, this is known as the 'Scape. The 'Scape is made up of 20 separate zones of which you must travel through and oversee. Your mission is to keep the population of the world from either panicking out of control (Anarchy) or spiraling into a state of listless depression (Apathy). You do this through the mail system, dispensing joy in the form of a sudden lottery winning, or depression in the form of an eviction notice or IRS audit.
THE 'Scape
Getting Biblical
In the 'Scape mode, you oversee the 20 Burroughs of the world manipulating the overall scheme of the world. you create and stop natural disasters, manage the overall alignment of your world and deal with the cosmic threats that are always attempting to take hold of your world.
In this mode you have powers of biblical proportions, capable of leveling cities, granting wishes, summoning avatars and battling on the cosmic plain.
The Burroughs
Down and Dirty
The 'Scape itself may be doing great, but individual Burroughs will have their own challenges, and for that you will have to go down and meet with the people on the streets.
When you descend you take on the persona of a mailman (or woman as you desire) and you give out parcels of hope, joy, pain and sorrow depending on what is required to get the Burroughs back on an even keel. When the people of the area become too excitable and paranoid, a dose of generosity (usually in the form of secret admirer letters, unexpected refunds, long lost relatives or some such). If the Burroughs is passing into apathy, a dose of fear or revitalization is needed (such as Jury duty, IRS Audits, Mysterious demands or threats or mis-routed mail). In either case, you have to deliver and deliver on time.
The Alignment Meter
The alignment meter gauges the overall attitude of your people either as a whole ('Scape mode) or in the current Burroughs (Street Mode). The gauge runs from Anarchy to Apathy with Happy Medium in the middle. As the attitude of the selected area changes, so does the Alignment meter to reflect this.
THE LETTERS
You begin with three generic types of letters, The Bill, The Refund and SWAG. The Bill depresses the citizenry and lowers their Meter toward Apathy, the Refund revitalizes the people and raises the bar toward Anarchy. SWAG (Shit We Always Get) has a minor, but random effect on your populous.
As you progress through the game, unlocking new Burroughs and encountering new obstacles, you will also unlock new letter types which will enable you to have more lasting and profound effects on your people. You may also create your own personalized letter types once you have achieved PostMaster Status.
THE MISSIONS
beyond the Keep people happy aspect, you will also have to complete missions. As the representation of fate, These would include making sure that a person gets to a certain place by a certain time, keeping someone away from one place or the other, ensuring that two people meet or that they never meet, etc. This is a long site away from your standard "Fetch quests" and "escort missions."
In the level of the 'Scape you will have to fight off the encroaching Entropy that signals the end of the world. You will do this partially through your control of the Alignment Meter and also through direct confrontation using your various powers.
THE TIME THING
The game doesn't have levels or any such... when you have achieved a certain level of stability with your people, you unlock a new achievement but time doesn't stop. Basically, the clock is always running against you and the time that you spend NOT meeting the mission requirements is the time that is actually counting down to the apocalypse.
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Well that's the general idea. It's not nearly complete, but basically it's Populous meets Majesty, but their both seeing GTA on the side.
It sounds interesting to me, but then I'm not your normal gamer.