NaGa DeMon 2001 Dev Diary 1
- October 31st, 2011
- By Musashi
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So – I decided to give NaGa DeMon a try this year. In case you aren’t in the know, NaGa DeMon is the game design equivalent of NaNoWriMo…parsing out the clever wordplay, it decompresses to ‘National Game Design Month’. Like NaNoWriMo, you have from November 1st through November 30th to design a finished role-playing game – not a lot of time, but considering the meager 7 days allotted to Game Chef participants it’s a decent stretch.
That said, four weeks is still a pretty compressed design schedule. I’m thinking I’ll need to frontload as much non-design work as I can…which amounts to deciding what to pursue and research. I had two possible candidates in mind, a Post-WWII Yakuza game based on Kinji Fukusaku’s Battles Without Honor and Humanity (which I posted briefly about here) and a Vietnam War-era horror title I’ve had bouncing around in my head for a while. Frankly, ploughing away at Void and Steel for the past year or two has be pretty burned out on Japanese culture, so the Yakuza game went back on the back-burner.
Okay, with that out of the way, here’s the premise for my NaGa DeMon entry.
“Cambodia, 1967. A small MACV-SOG Special Forces detatchment crosses the border as part of Operation Daniel Boone, conducting raids and reconaissance along the Sihanouk Trail. Whilst engaged in a rescue operation to retrieve a downed U.S. pilot, the 1st Co CCS Exploitation Force encounters something unexpected – a terrifying mythical creature which will stop at nothing to destroy the invaders. Can this highly-trained unit survive when the hunters become the hunted?”
My inner 12-year-old loves Army Guys and Monsters – it’s true. I grew up watching military ‘men on a mission’ flicks – The Guns of Navarrone, The Dirty Dozen, Kelly’s Heroes, The Wild Geese – but the one I think is most appropriate to mention here is Apocalypse Now. Coppola’s epic retelling of Herman Melville’s Heart of Darkness is a perfect template for what I want this game to do. He may have played fast and loose with the facts, but I think there’s an emotional truth to Apocalypse Now – as Captain Willard and his men draw nearer to Kurtz the landscape becomes increasingly primitive and alien. The jungle itself is the enemy…I love the idea of something lurking in the foliage, something ancient and native awoken by these interlopers – something which will toy with them, play havoc with their psyches, something which will ruin them before finally tearing them limb from limb.
One of the driving narratives behind our understanding of the Vietnam War is the idea of the most technologically advanced civilization on Earth going toe-to-toe with a technologically inferior foe. It’s true that North Vietnam had support from the U.S.S.R., but it’s remarkable when you consider the techniques used by the North Vietnamese in their guerilla struggle against U.S. forces – pungee sticks contaminated with urine and feces, thousands of miles of underground tunnels and bunkers, etc. (As an aside: if you want to read a really good book about asymmetrical warfare, check out People’s War People’s Army: The Viet Cong Insurrection Manual for Underdeveloped Countries by Vo Nguyen Giap. Giap (who is now 100 years old and still kicking) led Vietnamese troops during the First Indochina War in the late 40′s and again during the Vietnam War – his book explains in stark detail how the North Vietnamese lost every single major military conflict against the U.S. and prevailed.)
In any case, the theme of an industrialized or imperialist nation at odds with an alien culture is not unique to Vietnam. History is littered with such conflicts. For instance – on January 22nd, 1879 the British Army fought two separate conflicts against the Zulu nation resulting in one major loss (the Battle of Isandlwana) and one victory (the Battle of Rorke’s Drift). One could just as easy conjure up the many battles early European explorers fought with Native Americans, or the Romans against Picts in First Century Britain. Or hell, just turn on the TV or check out your favorite news site to see what we’re up to in Iraq or Afghanistan.
So on one level, the game is about the perils of leveraging military might – the dangers of adventurism. That might not be apparent to anyone playing the game, but it’s there under the hood nonetheless. It would be disingenuous to ignore it. Politics aside, however – the experience of gameplay is horror. The players should be made to feel as if they are completely and totally out of their element, facing a terror that their extensive military training and lethal weaponry cannot directly address.
The foe – and I’ll cop to this right out of the gate – is a Naga, a mythical multi-headed serpent capable of all kinds of supernatural mischief. One of the more tempting possibilities is the Naga’s supposed ability to take human form. What happens, for instance, when the Naga impersonates one of the group’s montagnard guides and leads them astray? One needs only look at John Carpenter’s The Thing to see what happens when you sow the seeds of distrust among a group of highly volatile people. Plus, the hook of writing a game for NaGa DeMon which is actually about a Naga Demon is too tempting to pass up.
I should point out that I’m not the first person to tackle this premise in a fictional context. I can think of at least three films which are concerned with a similar premise – Su-chang Kong’s R-Point, Neil Marshall’s Dog Soldiers, and Daniel Myrick’s The Objective are all ‘soldiers against a supernatural threat’ films, and I guess if you really wanted to stretch it you could point to both Predator and Aliens as examples of the genre as well. At some point I’ll probably seek all these out and see if I can parse out any useful tidbits for my design.
That’s the starting point. I’ve got a lot of reading to do and some brainstorming ahead, but I think this is a solid premise for a game. Guess I’ll know for sure in 31 days.









