As I understand it, we could basically create levels, and then form a story around them, and those would tie into a plot altogether. Am I correct? Also, I like the episodic nature of release idea. This will let us concentrate on entire areas as milestones, and help bring our work together in a more cohesive fashion. On Sun, May 17, 2009 at 9:58 AM, eric drewes <figarus@xxxxxxxxx> wrote: > ok, im thinking about it like this... each chapter is like its own self > contained story where you play through it... think of like an expanded > version of the scenes in ff3 like where Locke has to go to east figaro and > delay the soldiers long enough, etc. etc. and he ends up finding celes and > rescuing her and has to go in disguise and stuff... like that would be a > "chapter" but ours would be longer with a bigger story arc. there'd be like > 5-6 (maybe more, we'd know when we got into them, maybe instead of 5-6 long > ones we could have a ton of short ones, like the opera scene in ff3 could be > an example). once you beat all the chapters, you would unlock freemode > which gives you free reign to explore the entire world and find adventures > like in the second half of ff3. > > Three key notes to this would be: > > you take your hero and recruited party into the chapters and you could > replay them (with characters/items that are found IN the chapter not able to > be brought in). this would be cool cuz there's things like the opera scene > or the scene where you are sabin/cyan and recruit shadow and go through the > enemy camp and then the ghost train that i'd save before hand so i could > replay them. also i picture we could have SOME randomized treasure ala > diablo 2 so people could make "runs" this would be a way for people to grind > also. we'd balance it basically by making the levels progressively more > challenging and also i view the DIFFICULTY of the game being set where > simply leveling won't be enough to destroy levels, even capped out you'd > have to be smart and savvy and strategize properly to survive. > > the second thing would be that once you finished the chapters you'd unlock > freemode which basically gives you the whole world to explore but it'd be > 10-15 years in the future (we'd explain it in the final story like you get > caught in the null realm and do battle there but when you come out its 15 > years later) so the world has been changed drastically, monsters, treasure, > etc is different, we can have progression of things (like i had in mind a > scene where there was a war and an old man and the old man is like "war is > so terrible, this place is cursed by all the dead soldiers, i am going to > plant a tree for each one so they can find peace" and so when you revisit > the place it's a big forest. children you encounter in the chapters could > be adults, etc. we'd have a ton of mini stories and places to find and > explore in the "free mode" > > third thing is we could add more stories as mini-expansion packs and it > could be episodic in nature > > > > On Sun, May 17, 2009 at 4:32 AM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: >> >> For the sake of example lets say there are 3 zones. So you play through >> the 3 zones in order. After you beat the whole game you can then run through >> again on freemode where there would be more things to do but the same 3 >> zones >> >> I'm not sure how I feel about it. I think I need more examples >> >> On Sat, May 16, 2009 at 11:02 PM, Matthew Freeland >> <mattthefiend@xxxxxxxxx> wrote: >>> >>> Gonna... Be... EPIC!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! >>> >>> On Sat, May 16, 2009 at 11:00 PM, <figarus@xxxxxxxxx> wrote: >>>> >>>> Ya, I actually have a storyline and town with the character/zombrero in >>>> mind for one of the chapters... I really like it and think he'll be an >>>> awesome recruitable guy with the guitar hero style attack. I even talked to >>>> a musician buddy of mine to write some horn/guitar style mariachi music in >>>> preparation :D >>>> >>>> Sent via BlackBerry from T-Mobile >>>> >>>> ________________________________ >>>> From: Matthew Freeland >>>> Date: Sat, 16 May 2009 22:57:57 -0700 >>>> To: <project1dev@xxxxxxxxxxxxx> >>>> Subject: [project1dev] Re: game narrative structure >>>> There has to be some mystical guitar to rule the zombies with, so it can >>>> be like Guitar hero, only turn based combat RPG. Bwahahaa!! >>>> >>>> On Sat, May 16, 2009 at 10:55 PM, <figarus@xxxxxxxxx> wrote: >>>>> >>>>> I will keep some of your ideas in mind... Definitely working the >>>>> zombrero storyline in... :P >>>>> >>>>> Sent via BlackBerry from T-Mobile >>>>> >>>>> ________________________________ >>>>> From: Matthew Freeland >>>>> Date: Sat, 16 May 2009 22:39:43 -0700 >>>>> To: <project1dev@xxxxxxxxxxxxx> >>>>> Subject: [project1dev] Re: game narrative structure >>>>> Sounds fun to me. >>>>> >>>>> Kinda curious as to how we should set up the entire world though... >>>>> I'll just roll with some simple questions to determine where we start and >>>>> how to arrange regions. You guys are free to give input at any time. >>>>> >>>>> The character, who am I? Why am I here? Where am I going? Why am I >>>>> going there? (Where's buttercup?) >>>>> >>>>> Let's say we're... a reservist soldier, male or female. Approximately >>>>> 21 or 22. Old enough to drink beer but not so young that your hair defies >>>>> gravity and you have a profoundly emo attitude like in a jRPG. You're in >>>>> your home country because you ARE. In a medium sized town big enough to >>>>> have >>>>> the medieval equivalent of a Wal*Mart so there is plenty of stuff to do >>>>> around town to get familier with the concept of quest starting/execution. >>>>> You fiddle around in town for a long time doing quests, taking time to >>>>> learn >>>>> all the basics of combat getting some levels and adapting to the game as a >>>>> whole. Some scary cave monster tried to jack your Zombrero and you're not >>>>> pleased about it and you decide for some unknown reason to track down the >>>>> scary cave monsters family to exact further vengeance upon them. Now >>>>> you're >>>>> leaving region one which will still be accessible to you if you want to go >>>>> back (Preferably through a map screen, no need to fight through bunches of >>>>> weaker monsters to get back to earlier places). >>>>> >>>>> You're in region 2 now. The story shifts from the learning mode into a >>>>> very mild challange as you progress and start to get slightly more >>>>> difficult >>>>> monsters floating around. You quest along in the primary population center >>>>> of Region 2 and discover the whereabouts of the super scary cave monsters >>>>> super scary cave monster parents... either by questing and gathering >>>>> information or Deux ex Machina if you've played through the game already. >>>>> You hunt down the cave monster and beat the living crap out of it. While >>>>> in >>>>> the cave and beating up the cave monster, a minor earthquake forces you to >>>>> flee a different direction than where you came in, as a path opens up >>>>> during >>>>> the earthquake. You go through the path to find a pretty little isolated >>>>> grove in the mountains full of interesting and wonderful creatures and >>>>> find >>>>> a house where some silly hermit person lives. Blah Blah Blah, quest this, >>>>> go >>>>> here, That is Region 3. At this point it's assumed you understand the >>>>> mechanics of the game well enough that it won't hold your hand anymore. >>>>> >>>>> Fastforward a whole lot of nonsense and all the sudden you've got some >>>>> real purpose to live, something that is important that your character do. >>>>> If >>>>> nothing else because you're bored, who the hell knows. >>>>> >>>>> After finally finding a purpose in life you go off and do all kinds of >>>>> fun adventuring things and end up finding lots of nifty companions with >>>>> nifty abilities and nifty personalities... then after progressing to this >>>>> point war breaks out between whole bunches of angry peoples and you want >>>>> to >>>>> go home to your mommy. So you go home, and you get to protect it. Yay. Now >>>>> even though you're back home, everything is a whole lot stronger than it >>>>> was >>>>> previously to match your increased strength. You get to defend your home >>>>> and >>>>> then get back to your purpose in life. >>>>> >>>>> Let's call this purpose some arbitrary gathering quest to collect the 8 >>>>> magical stones of awesomeness. Now that the first few chapters are done >>>>> with >>>>> and you've had ample opportunites to develop your backstory and that of >>>>> your >>>>> buddies, the world gets alot bigger. Now you can rapidly travel between >>>>> locations on your continent. Let's say you get a nice little buggy like in >>>>> FF7 or a magical carpet or something which opens up the continent as a >>>>> whole >>>>> to you, except maybe a few places for further exploration after you get >>>>> better transportation. You cruise around the continent on your quest for >>>>> the >>>>> magical stones of awesome and find a couple on your continent as well you >>>>> have tons of nifty quests to do in all the different locations and lots of >>>>> monsters to brutalize. Pretty soon after this point you're going to need a >>>>> new ride, so you go rough up some wussy steampunk piratey people and steal >>>>> their steam powered boat of win to connect to other continents. Maybe even >>>>> back to their steam punky island of steampunk (perfect place for you to >>>>> design, Elizabeth). >>>>> >>>>> Now you've gone from small region based exploration, to medium scale >>>>> continental exploration, to world exploration at which point the game is >>>>> completely open ended. We can even have little sections of the world that >>>>> have absolutely no relevence to the story whatsoever, but the story arc is >>>>> still important so if you want to you can continue on the storyline or go >>>>> exploring newly available continents. So you can go get super badass and >>>>> unstoppable and beat the boss at the end of the game who is horribly easy >>>>> *Cough, sephiroth, cough* but there are still tons of massive challenges >>>>> that await in the rest of the world, with smaller story arcs and >>>>> questlines >>>>> that make you take on big nasty things and get lots of interesting stuff. >>>>> >>>>> Then you grow old and die. >>>>> >>>>> Weed through the sarcasm and bad grammer and see if that sounds >>>>> something like the narrative you had in mind. >>>>> >>>>> I hope to avoid as many video game cliches as possible in this endeavor >>>>> but for the sake of arguement I had to use them as examples. :P >>>>> >>>>> -Wurmz >>>>> >>>>> On Sat, May 16, 2009 at 7:40 PM, <figarus@xxxxxxxxx> wrote: >>>>>> >>>>>> What do you think about letting the chapters be replayable, like you >>>>>> have a character/party that you and you can re-enter any of the chapters >>>>>> or >>>>>> the freemode (once unlocked) like... Itd be less one long story and >>>>>> instead >>>>>> itd be like independant short that tied together with the same player... >>>>>> This is just an idea I was thinking. >>>>>> >>>>>> Oh and if we went this route the freemode would have a ton of content >>>>>> not in the stories... >>>>>> >>>>>> Just looking for feedback on the concept... It wouldn't affect this >>>>>> milestone or the next couple but (: >>>>>> >>>>>> Sent via BlackBerry from T-Mobile >>>>>> >>>>>> ________________________________ >>>>>> From: Kent Petersen >>>>>> Date: Sat, 16 May 2009 18:37:29 -0700 >>>>>> To: <project1dev@xxxxxxxxxxxxx> >>>>>> Subject: [project1dev] Re: game narrative structure >>>>>> So basically you want to follow a FF3-esque story? First half very >>>>>> guided and teaches the player how to play. the second half would then be >>>>>> open and leaving it up to the player. I see this working well. We could >>>>>> have >>>>>> all the choices made in the first half of the game impact the second half >>>>>> >>>>>> On Sat, May 16, 2009 at 6:19 PM, eric drewes <figarus@xxxxxxxxx> >>>>>> wrote: >>>>>>> >>>>>>> just wanted to hear what you guys thought about this... >>>>>>> the idea is an evolution of the "world's" idea and also of the story >>>>>>> structure in diablo 2. >>>>>>> basically... the beginning of the game will be broken up into >>>>>>> "chapters" - linear storylines ala older final fantasy games where >>>>>>> there is >>>>>>> a guided progression forward in the storylines, with a definitive >>>>>>> beginning, >>>>>>> middle and climax. There will be places to explore, etc but there is a >>>>>>> definite story arc for the player to experience. once you finish the >>>>>>> chapter, you move on to the next one with a new area/theme. once you >>>>>>> beat >>>>>>> the chapters and the first half of the game, it unlocks "freemode" >>>>>>> which is >>>>>>> like the world of ruin in ff3 where the entire world is open for you to >>>>>>> explore and you discover adventures and storylines in a very non-linear >>>>>>> unguided way. The second half of the game will likely be set a few >>>>>>> years in >>>>>>> the future after the first part is defeated so that we can change the >>>>>>> world >>>>>>> and add new monsters and caves and villains to fight and explore. >>>>>>> what do you guys think? >>>>>> >>>>> >>>> >>> >> > >