Do all the worlds have to be played in order like Diablo 2 or will you get to choose like in FF3? sorry for the delayed response... the chapters will be played in order like diablo 2, the free-mode will be like the 2nd half of FF3. On Sun, May 17, 2009 at 5:40 PM, Matthew Freeland <mattthefiend@xxxxxxxxx>wrote: > I think we're pretty much in agreement here. Absolutely linear story > telling in video games = BAD in large doses. > > Being able to wander around aimlessly and screwing around in the golden > saucer for hours on end is requisite. > > > On Sun, May 17, 2009 at 2:37 PM, Nick Klotz <roracsenshi@xxxxxxxxx> wrote: > >> I like how Dragon Warrior/Quest 4 does it. >> >> But being less linear. >> >> >> >> On Sun, May 17, 2009 at 2:54 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: >> >>> Ah, I think I get what you mean. So these smaller self contained stories >>> will be like the split story in FF3 or like the acts in Diablo 2. Where it >>> would be a "full game" with a beginning middle and end with its own >>> characters and everything. Upon completing one, you will be able to return >>> to it and replay it. Upon completing the entire game you will unlock a new >>> mode that takes place 15 years later but the entire world is accessible from >>> the start, more like Zelda where you can wander around anywhere. Am I right? >>> >>> When you return to an already beaten world will you be able to use any >>> characters? Could I use characters I didn't get from that world? If you >>> return to a world does the story start over or do you return after it >>> happened more Fallout 2 after you beat the game >>> >>> Do all the worlds have to be played in order like Diablo 2 or will you >>> get to choose like in FF3? >>> >>> >>> On Sun, May 17, 2009 at 10:52 AM, eric drewes <figarus@xxxxxxxxx> wrote: >>> >>>> 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? >>>>> >>>>>> >>>>> >>>>> >>>>> >>>> >>>>> >>> >>>>> >> >>>>> > >>>>> > >>>>> >>>>> >>>> >>> >> >