Roots of Heropath, Part 2

Heropath is a video game that is inspired by video games but just as importantly is inspired by other non-video game influences. These are listed below in chronological order:

Carl Jung (Psychologist, 1875-1961) – A giant among 20th century thinkers whose work continues to influence and inspire in disparate realms including the creative fields. His writing and philosophy on individuation, synchronicity, archetypal phenomena, the collective unconscious, and the psychological complex are all powerful models to understand the depths of humanity.

I Dream of Jeannie (Television, 1965-1970) – The charming and whimsical adventures of a powerful but naïve genie who creates problems for her love-interest and solves them by the end of every episode. In a way, video games are the same thing. They create problems that needs to be solved by the player and Heropath will pay homage to this.

Chronicles of Thomas Covenant (Fiction, 1977-2013) – This fantasy series is a homage to Tolkien and Lewis but is updated with Gen-X disdain and ugliness of the main character that I found riveting. Thomas Covenant is a selfish and diseased hero who finds redemption through his act of redeeming The Land from evil. Heropath will possess my own Gen-X cynicism but also a hopeful message.

The Police Discography (Albums, 1978-1983) – These five albums are a brilliant mixing of genres, contain masterful musicianship, and provides outstanding cerebral-pop. The Police managed to range from absurd, light fun, to raunchy, to darkly introspective. They blended rock, new wave, punk, reggae, pop, and jazz. While Heropath won’t feature Roxanne as a song, the bold blending of styles is a goal that I will aim for.

Dungeons & Dragons ‘Mentzer Series’ (TTRPG, 1983-1986) – While most of the Role Playing Game industry fell in love with the indomitable Advanced rule set, I found myself enamoured with the scope and elegance of the Basic, Expert, Companion, Master, Immortal boxed sets. This was the first (and only?) TTRPG to actually incorporate an Endgame and will be a big influence on Heropath.

Planetary (Comics, 1998-2009) – I remember vividly my introduction to Planetary and how riveting I found it. Planetary was the beginning of the cinematic comic, telling stories in such a way that you did not need to wonder what this would look like as a movie because your imagination did all of the work. Ellis’ archaeology of pop-culture is amazing and I hope to achieve a smidgen of the synthesis and homage he accomplished.

The Matrix series (Films, 1999, 2003, 2021) – While Heropath will not be a dystopian cyberpunk setting, these films visually and thematically asked us ‘What is real?’ while telling us a tale as old as time. The Matrix series not only broke cinematic barriers but broached philosophical questions about what it means to be human that is worthy of the best science fiction.

The Cabin in the Woods (Film, 2012) – I don’t like horror as a genre even though I understand its appeal to others. This film deconstructs horror, its tropes, and creates a brilliant meta-plot that still has me grinning at its cleverness. I’d love to deconstruct video game genres the way Whedon and Goddard did in this remarkable film.


While Heropath will mimic an epic fantasy tale, it intends to be different by deconstructing its tropes. The following are noted legendary sources of inspiration: Dune, Star Wars, The Lord of the Rings, The Chronicles of Narnia, and various superhero comic books.


So how will I mix something like The Cabin in the Woods with I Dream of Jeannie? I don’t know! The listing above is pretty damn eclectic but what they all possess one of the following: a playful style, trope analysis and deconstruction, and a synthesis/harmonization of disparate parts. This will be a fun and intriguing experiment.

Roots of Heropath, Part 1

Heropath is a video game and as such takes its influences from video games that I grew up with and left an impression on me. Essentially, Heropath will be a homage to the following 1980s-90s video games:

Adventure (Atari, 1979) – The first console video game to pay homage to the first text adventure game (Colossal Cave/Adventure), contain an easter egg, and create a semi-procedural, sandbox game. This game is amazing for what it accomplished.

Quest for the Rings (Magnavox, 1981) – A stylized action-adventure that combined board game play with video game event resolution. The game component’s artwork is a major source of inspiration.

The Lords of Midnight (Beyond, 1984) & Doomdark’s Revenge (Beyond, 1985) – These games accomplished so much with so little computer resources (48k RAM). They combined character adventure, military strategy, and narrative design that has never been surpassed.

Ultima IV: Quest of the Avatar (Origin, 1985) – An innovative CRPG that combined open world exploration, quest puzzles, and was the first to bring self-development to video games where killing an evil overlord was not the way to win the game!

Paradroid (Hewsons, 1985) – A unique action-puzzle game placing you in the role of a droid that needs to recapture a rogue space ship by allowing you to hack/possess your robotic opponents.

Sid Meier’s Pirates! (Micropose, 1987) – An amazing achievement of seamless mini-games threaded together while the player navigates an open and dynamic world set in the 17th century Caribbean.

King’s Bounty (New World, 1990) – Deconstructing the CRPG genre by combining heroic advancement with army recruitment and adventuring.

Dune (Cryo, 1992) – This game not only was worthy of its source material, it innovated by combining graphical adventure with real-time strategy. This is one of my favourite video games ever.

Dwarf Fortress (Bay 12, 2006-now) – The Basílica de la Sagrada Família of video games. A sprawling ‘Rouge-like’ with a massive simulation focus. While this game is ‘modern’ it is inspired by the 1980s with the developers being fans of Dig Dug and Rogue.


A group of video games that possess what I shall call staged-poly-mechanics, which consist of stages of distinct game mechanics that are narratively tied together. Examples of such games are: Beach Head, Beach Head II, Raid Over Moscow, and Spore.


There are other video games that I am inspired by but fall outside of my ability and resources to consider developing. I am in awe of Sid Meier’s Civilization and other 4X games but are such complex simulations they are beyond me as a beginning solo developer. The games listed above are all far simpler and are doable yet possess depth, elegance, and innovation.