[project1dev] Re: game narrative structure

  • From: Matthew Freeland <mattthefiend@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Sat, 16 May 2009 23:02:20 -0700

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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