[project1dev] Re: game narrative structure

  • From: eric drewes <figarus@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Sun, 17 May 2009 13:52:09 -0400

right, and the short stories would all be self-contained also so there would
be a definitive beginning, middle and end.  so there'd be story arcs in the
chapter and then an overall arc telling the whole story.  the free-mode
would be the aftermath

On Sun, May 17, 2009 at 1:19 PM, Chris Riccobono <crysalim@xxxxxxxxx> wrote:

> 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?
> >>>>>>
> >>>>>
> >>>>
> >>>
> >>
> >
> >
>
>

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