[project1dev] Re: game narrative structure

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Sun, 17 May 2009 01:32:41 -0700

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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