Abstract
Problem: A viewer asked Tim Cain what sci-fi books he enjoys, beyond the previously mentioned A Canticle for Leibowitz that influenced Fallout.
Approach: Tim shares his reading history from childhood through adulthood, reveals his all-time favorite novel, and discusses a game he designed based on it β which leads into a broader reflection on original IPs vs. remakes.
Findings: Tim's favorite sci-fi novel is Lord of Light by Roger Zelazny. He loves it so much he owns multiple copies (including an Easton Press leather-bound edition) and designed an entire game concept around it. He also passionately advocates for original game IPs over remakes and sequels.
Key insight: Great source material can inspire game designs that transcend their origins β Tim's Lord of Light game concept doesn't require the license, because the best ideas are universal enough to stand on their own.
Tim's Sci-Fi Reading History
Growing up in the 1970s, Tim was shaped by the classic sci-fi authors: Arthur C. Clarke, Robert Heinlein, Isaac Asimov, and Ursula K. Le Guin. As he got older, he gravitated toward Dan Simmons' Hyperion series, Iain Banks' Culture novels, and Roger Zelazny's Amber novels.
But one book stands above all others.
Lord of Light by Roger Zelazny
Tim's absolute favorite book of all time is Lord of Light by Roger Zelazny. He loves it so much he owns multiple copies β a Science Fiction Book Club edition, an early edition, and an Easton Press leather-bound copy. It's the only book he owns in triplicate.
What Makes It Special
Tim highlights several qualities that make the book exceptional:
- Well written β the prose itself is excellent
- Non-linear narrative β the story doesn't follow a straightforward chronology
- Genre blending β it reads as a fantasy book but gradually reveals itself to be science fiction
- Seamless incorporation of religion β Hindu mythology is woven into the story naturally
- Gradual world-building β the true nature of the world is revealed slowly rather than front-loaded, which Tim strongly prefers
Tim's Lord of Light Game Design
Tim loved the book so much that he actually designed a game based on it, documented across his many notebooks full of game ideas (he has about a dozen such notebooks covering games he's made and games he wants to make).
The Two-Part Structure
The game is designed in two distinct parts that mirror the book's genre shift:
Part 1 β Fantasy RPG: You create a mortal character, level up, choose abilities, fight standard fantasy creatures (cockatrices, monsters), explore dungeons, and find magic items. It plays as a standard fantasy game, but the progression system gradually forces you into specialization rather than being a generalist.
Part 2 β Sci-Fi Ascension: When you reach the level cap and have fully specialized, one of the Gods from the Celestial City approaches you. They tell you there's an opening in heaven, and you can become the god of whatever ability you've specialized in. The game then transforms entirely β it becomes a science fiction game where your specialty reaches incredible power levels. You face legendary creatures (demons, Elementals, the Mothers of the Glow) that were impossibly dangerous in the fantasy portion, but now you're a god.
Immortality Mechanics
Drawing from the book, the game features different paths to immortality. Yama, the god of death, achieved it through technology (biofeedback, drugs, brain surgery). Sam, the main character, became immortal because a demon strengthened his flames β allowing him to persist as an energy creature after death.
Original IPs vs. Remakes
Tim's enthusiasm for his Lord of Light game design leads him into a passionate tangent about the game industry's current reliance on remakes, remasters, and sequels.
He points to his own body of work as evidence of his commitment to originality β there aren't many numbers after his game titles. Fallout, Arcanum, WildStar, Pillars of Eternity, Tyranny, and The Outer Worlds were all original IPs with settings built from scratch. On some he was the primary creative force behind the setting; on others he contributed. But he finds something "incredibly rewarding" and "fulfilling" about creating something original.
The Paradox
Interestingly, Tim acknowledges that his Lord of Light game concept doesn't actually require the license β the ideas are strong enough to work independently. And he wouldn't want to do a disservice to Zelazny's estate with a spin-off. He'd rather use his many other original ideas instead.
His closing wish: more games today should be originals, not remakes, remasters, and sequels.
Legacy
Tim notes that Lord of Light hasn't directly influenced any of his shipped games yet β but he leaves the door open: "It will, maybe. Maybe I'll make something."
References
- Tim Cain. YouTube video. https://www.youtube.com/watch?v=85a-xD8Qd_4