ID:265402
![]() May 10 2005, 1:47 pm
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Because of my different ideas, I have yet to finish a RPG. My latest one(also didnt finish) had a Seika-ish style(no storyline, alot of stuff to do) but now I'm leaning more towards a storyline/mission based one. Which of the two styles would you guys most likely play/prefer: Storyline with alot missions and other stuff, or no storyline with alot of irrelevant stuff for you to do..
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![]() May 10 2005, 3:54 pm
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I'm going to vote for storyline, just because there are so many RPGs on BYOND that don't have an ending. I like to be immersed in a good story every now and then. =)
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I prefer to have a storyline myself, but in my opinion you have to be really careful when you have a storyline, especially with multiplayer RPG's. You need to be wary of how short the game can be if there is a goal. It also doesn't leave the game very open a lot of the time. The way I try to work it with my games is to have a storyline but as a point, to never make it the major factor in playing the game, for example a major plot that is sort of just implied (i.e. the history of the game world), and the option for the players to follow a sub-plot that explains parts of the major plot, as well as just playing and killing.
Those are sort of storyline basics, and I'm sure everyone already is aware of them but hey, I suppose you could sum it all up in have a story line but don't force players into it. - GunRunner |
Well I spent the last few days without power or money so I went through and read most the way through one of the books I got for one of my earlier semesters at Digipen on game design. I ran into a quote which I like.
"The danger for designers is that they get hooked into their story and they forget that storytelling is a linear narrative-type thing. And the more you flesh out the story the more you remove the interactivity, and the more you remove the player from the game. It's kinda like 'Oh, the outcome has already been determined. So what is the point?'" - Eugene Jarvis Heh what a nice way to start the chapter on storytelling :). The chapter contains some great information not on writing strories themselves but the various ways of incorperating them into games and what to be wary of. The book has too many good points to go off quoting them all so I'll summerize what I think is the highlight. When playing the game there will be two distinct types of general stories going on. First off there the one which is written by the developer which is your standard plot. Then there is the story which the players themselves make while playing the game. If the game is well built the ones of the players experiences will be much more potent and likely to result in a good playing experience. For example I played a game of Starcraft over a LAN with 7 other people. It was a team game with 2 teams. I had the misfortune of starting between two opponents directly to my left and the other two directly to my right. So I just happened to be the first target of a large assult with my main base entirely wiped out early on. However since it was early on I managed to sneak a few of my builder units into and past the enemys base to the edge of the map. I was the cyan protoss and I was hiding behind the blue protoss's base. I then spent most of the game mining minerals along with his units and he didn't suspect a thing since our units were close enough in color to not be noticed. I then proceded to build a huge army behind the heavy defenses which were set up at the choke points leading to the inside of the map. Unfortunantly my army didn't manage to do enough damage to my opponents before it was taken out by air support. Though I did manage to survive the longest out of my team despite being mostly wiped out from the start. Another great experience was going though the "zombie" city of Half Life 2 in the single player campaign. The game just happened to auto save at the wrong time when I didn't have enough health to withstand any blow and no more ammo. This was at a point with one of those annoying guys infected with the quick long jumping head crabs after me. So my only option was to run. I finally managed to find some ammo for my magnum. Then I turned around only to see the annoying infected guy midair about to kill me. With one quick shot(probably mostly a reflexive twitch) I managed to take him out just before he managed to get me. These types of plots which the players create within the framework of the game are much more memorable than anything a designer could script out and like my second case are very rewarding. Though its important to note that if you try and force a scenario like the ones above it doesn't work out nearly as well as when they spontaniously occur like they did for me. The important thing to do is set up an interactive world in which such things are possible to occur. This isn't really limited to any type of genre as long as interesting situations can occur though it is generally from a challanging situation which is barely managed. So at the very least your game needs some kind of challange to pull this sort of thing off. |
True, that!
Me and my friend spent quite a few hours on an adventure on Freelancer- lost in a dangerous part of the world, both with no money and very low health, it was pretty interesting how we got back to Liberty space. It's all about giving your game the capacity, I s'spose. |
What's the name of the book? O.o "Game Design: Theory & Practice" by Richard Rouse III <font color=green>Mod edit: Stopped huge Amazon link from expanding the page sideways. --Crispy</font> |
Well I was leaning more storyline style also, but earlier I kinda had problems with making it multiplayer. But after reading what you guys said, I can incorporate the story without taking away from the players' experience.
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Im not a big fan of a game with no reall storyline, just a big nebulous world to play in with stuff you could waste 3 lifetimes doing and not get it all done.
That being said I prefer games where they play kinda like a book you are semi incharge of with stuff like this. A set storyline. (wich implies a liner story) Well developed characters. (We dont need a novel on each character, just characters that stand out and have distinct personality qwirks. There are just only so many permutations on the classic characters.) And a clear yet harrowing goal. (Something that will really make the character grow and maybe make the player say "Hu, that was pretty cool.") Which stems from my freakish liking for reading really big books. If its not a series of at least 3 books I tend to stay away from it and occupy myself with the massive 11 books with 300+ pages each. Tad williams is great for this, he writes 1000+- page books ^.^ My love of a good story is probably the reason I like final fantasy/dragon warrior games so much, and don't play many ever quest/final fantasy XI style games. If I wanted to pass the time I'd play incursion. (a superb game lummox) But thats just me, and square enix made millions upon millions with ffxi wich is pretty much a complete world from what I understand. (please lets not start with the pros and cons of playing ffxi this aint the place mk) So that gives you an idea of how many people like games where you can do what ever you want for as long as you want with no reall point. So my answer would have to be, a clear consice story with good characters (which dont necisarrily have to be player characters.) But don't discount the nebulous 'blob' style games. |