CLockwork ants bring back memories
First game I ever made was about an ant called 'Tim' defending his tribe against the invading machine horrors. Many references to "The eerie click-click-click-tap-tap-tap of six feet hitting the stone in perfect rhythm" (Yes, its melodramatic. I was young and inexperienced) One of the major allies was a discarded ragdoll posessed by the spirit of the homeowners' daughter, an alien (and therefore scary) worldview for her ant minions.
Anyway ... back on topic
At the moment, I'm working on about 3 projects at once. I tried thinking about each of them in terms of their critical changes from the real world, but found that it seems to me that's not the important bit. I'd say the new/different things make a world interesting, but its the familiar things that let the reader/player empathise with it.
For example, at the moment I'm writing urban legends for an SF world. Yes, kidnapping people as hosts for a sentient tattoo is bizarre and alien. But the paranoid stoner who sits at the end of the bar warning you about these things is a character you can recognise.
Actually ... another thought: If something in your world is a big change from reality, its alien to the player. But whether it seems realistic from a character's point of view is a more interesting question. How do you convey which of your changes are normal and everyday within the world where they occur? If magic is an everyday thing to your characters, but storms are a cause of real fear, do you want the player to buy in to this wordview? How do you do it?
Hmm ... my current projects and their 'critical differences'. How important would you expect these differences to be in defining the world?
Legacy of Dracula
* Vampires don't exist
* Some people think they do
* If you get shot or stabbed, you're probably going to die
(hmm ... difference?)
Toyland
* Astronauts, zombies, ninja pirates, wizards, dragons and nurses all act like regular people
* Buildings are provided by "the maker", and the city is rebuilt or reorganised on a daily basis
* There exist creatures called mixes, who have heads/bodies/legs from different lego sets. They're scary because nobody understands them
(lots of difference. What's the main one?)
Whispersmith
* The world is ruled by rumours and politics
* There's a shadowy cabal known as the 'whispers' manipulating world events
* Anybody will commit suicide if you say enough bad things about them
(hmm ... its a little harder to pin down this one)
Terra
* Far future. Mankind has colonised planets in 330 systems, and earth has been swallowed by a black hole
* 95% of everyone is Roman Catholic, and the Inquisition is a force to be reckoned with
(2 differences: Which is biggest?)
Theives Without Borders
* 2 guys robbed a jewellery store and are on the run
* Most people are jerks, except to people they like
* "normal" people will keep on doing a job they hate rather than risk change
(Hmm ... where's the critical change?)