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adventure and rpg games How important is the story? (1 viewing) (1) Guests
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TOPIC: adventure and rpg games How important is the story?
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adventure and rpg games How important is the story?
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I'm working on a game demo right now for an RPG (as the grfx / gameplay / startup guy) But The graphics is my main department (that and getting the gameplay right). However our resident Manager / Marketing / Boss guy won't get off everyones case about coming up with a compelling story for the game; he even fronts up with screenplays for C grade movies that have been binned. Now he's starting to ask us to write stuff ourselves if we think his recycled _script_s stink so bad. I keep telling him this is a marketing thing and that I don't care what the story is (as long as I like it %^) provided it gives us some continuous and plausible universe rules to govern the gameplay [of course THAT goes right over his head] IS a story that crucial for gameplay design? I feel that just deciding the genre (fantasy / sci fi / whatever) and some other important things like general setting would be enough to do a lot of the work - and then just write up a story that works for the game later on, rather than reverse engineering somebody elses writing. Could anyone else comment on how relevant a *completed and polished story is to produce a game? -M.
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adventure and rpg games How important is the story?
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I'm working on a game demo right now for an RPG (as the grfx / gameplay / startup guy) But The graphics is my main department (that and getting the gameplay right). However our resident Manager / Marketing / Boss guy won't get off everyones case about coming up with a compelling story for the game; he even fronts up with screenplays for C grade movies that have been binned. Now he's starting to ask us to write stuff ourselves if we think his recycled _script_s stink so bad. I keep telling him this is a marketing thing and that I don't care what the story is (as long as I like it %^) provided it gives us some continuous and plausible universe rules to govern the gameplay [of course THAT goes right over his head] IS a story that crucial for gameplay design? I feel that just deciding the genre (fantasy / sci fi / whatever) and some other important things like general setting would be enough to do a lot of the work - and then just write up a story that works for the game later on, rather than reverse engineering somebody elses writing. Could anyone else comment on how relevant a *completed and polished story is to produce a game? -M.
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The administrator has disabled public write access. |
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adventure and rpg games How important is the story?
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/ gameplay / startup guy) But The graphics is my main department (that and getting the gameplay right). However our resident Manager / Marketing / Boss guy won't get off everyones case about coming up with a compelling story for the game; he even fronts up with screenplays for C grade movies that have been binned. Now he's starting to ask us to write stuff ourselves if we think his recycled _script_s stink so bad. I keep telling him this is a marketing thing and that I don't care what the story is (as long as I like it %^) provided it gives us some continuous and plausible universe rules to govern the gameplay [of course THAT goes right over his head] IS a story that crucial for gameplay design? I feel that just deciding the genre (fantasy / sci fi / whatever) and some other important things like general setting would be enough to do a lot of the work - and then just write up a story that works for the game later on, rather than reverse engineering somebody elses writing. Could anyone else comment on how relevant a *completed and polished story is to produce a game? -M. I think it completely depends on the genre. I think the story is VERY important for classical adventure and RPG. So because you are developing an RPG it is from my point of view crucial to the success to have a nice storyline. Look at the old Square RPG's on Super Nintendo which still are fantastic games because they have a nice story. Personally I wouldn't give a sh*t on RPG which just go hack'n'slay, nice gfx and sound and that's all. Maybe for the first few hours. Wei-ju Wu
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adventure and rpg games How important is the story?
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I'm working on a game demo right now for an RPG (as the grfx / gameplay / startup guy) But The graphics is my main department (that and getting the gameplay right). However our resident Manager / Marketing / Boss guy won't get off everyones case about coming up with a compelling story for the game; he even fronts up with screenplays for C grade movies that have been binned. Now he's starting to ask us to write stuff ourselves if we think his recycled _script_s stink so bad. I keep telling him this is a marketing thing and that I don't care what the story is (as long as I like it %^) provided it gives us some continuous and plausible universe rules to govern the gameplay [of course THAT goes right over his head] IS a story that crucial for gameplay design? I feel that just deciding the genre (fantasy / sci fi / whatever) and some other important things like general setting would be enough to do a lot of the work - and then just write up a story that works for the game later on, rather than reverse engineering somebody elses writing. Could anyone else comment on how relevant a *completed and polished story is to produce a game? -M. It depends a lot on the genre. It's kind of like asking how important is a bat to playing sports? If you're playing soccer, it's superfluous. If you're playing _base_ball (or cricket for you .uk people) it's pretty silly to start without one. That said, FRP's are a lot closer to _base_ball in this case. If all you have is an excuse to kill enemies and build up experience points, I'm not even sure I'd class it as an FRP, but rather a fighting game. Granted, there are a lot of FRP's out there with terrible stories, but a good one can make a huge difference in drawing the p_layer_ in. OK, so the game play may be all about killing monsters, but WHY are you killing monsters? For years most FRP's have been filled with elves, dwarves, and hobbits. Hobbits... where did I hear that name first? As to your idea of getting the game down first and then fitting a story in afterwards, although I'd agree that it's better to make a game without thinking of a story than it is to first write a story without any thought of game design, the best result is when both are developed incrementally and simulaneously. Then the story feeds into the design, and necessary game play mechanisms are the impetus to come up with specific story elements. I learned a lot about constructing a story from Hal Barwood when we designed Indiana Jones and the Fate of Atlantis. Hal came from a background as a successful screenwriter/producer (you may remember Dragons_layer_). I was the game expert. But Hal had written his own game, just as I had dabbled in writing, so we had common ground. The story grew along with the game play for that game, and for Adventure games even more than any other type, story is critical. My final point in favor of story development is that you're going to have to convince someone to fund your game. You don't say if you're part of a company that will publish it already, or are preparing the demo to hook a publisher, but whichever the case the demo must be intended to show someone why you should build the game. It's probably unfortunate, but the people with money more often than not tend to be less knowledgeable about games than most of the people pitching to them. They have probably read more books or seen more movies than played games. If you have a compelling story, AND that story intermeshes seamlessly with your gameplay, you'll have a much better chance than if you just say, I don't care what the story is. If you don't feel qualified to do that, I bet there's someone in your organization or circle of friends who'd be happy to give it a shot.
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adventure and rpg games How important is the story?
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That said, FRP's are a lot closer to _base_ball in this case. If all you have is an excuse to kill enemies and build up experience points, I'm not even sure I'd class it as an FRP, but rather a fighting game. Granted, there are a lot of FRP's out there with terrible stories, but a good one can make a huge difference in drawing the p_layer_ in. OK, so the game play may be all about killing monsters, but WHY are you killing monsters? For years most FRP's have been filled with elves, dwarves, and hobbits. Hobbits... where did I hear that name first? As to your idea of getting the game down first and then fitting a story in afterwards, although I'd agree that it's better to make a game without thinking of a story than it is to first write a story without any thought of game design, the best result is when both are developed incrementally and simulaneously. Then the story feeds into the design, and necessary game play mechanisms are the impetus to come up with specific story elements. Noah is right on. As a gamer with a weakness for FRPGs (stemming from my AD&D youth...) and an almost-full-time game beta tester I can assert that the story DOES matter. With a FRPG, the name says it all...fantasy ROLE PLAYING game. Without a good story, there's no role to play...just some hackin' and slashin'. While that's good enough for initial sales, the sustained sales require a storyline. Why have the Quest for Glory, Kings Quest, etc. graphic adventures been popular and big sellers? Storyline. Why do those of us who braved the bugs to buy Daggerfall still play it? Storyline. Why did the TSR AD&D adventures sell seemingly forever? Storyline. Why did Thunderscape bomb? No storyline to speak of. Why have so many dungeon crawls sold poorly in recent years? No storyline. The FRPG p_layer_ wants quests...he wants a story...he wants a purpose and a goal. Just slicing and dicing baddies get old and boring...and leads to a short shelf life. Make a good story an integral part of your development and (assuming the playability and buglessness are there) you'll sell some copies.
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The administrator has disabled public write access. |
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adventure and rpg games How important is the story?
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/ gameplay / startup guy) But The graphics is my main department (that and getting the gameplay right). However our resident Manager / Marketing / Boss guy won't get off everyones case about coming up with a compelling story for the game; he even fronts up with screenplays for C grade movies that have been binned. Now he's starting to ask us to write stuff ourselves if we think his recycled _script_s stink so bad. I keep telling him this is a marketing thing and that I don't care what the story is (as long as I like it %^) provided it gives us some continuous and plausible universe rules to govern the gameplay [of course THAT goes right over his head] IS a story that crucial for gameplay design? I feel that just deciding the genre (fantasy / sci fi / whatever) and some other important things like general setting would be enough to do a lot of the work - and then just write up a story that works for the game later on, rather than reverse engineering somebody elses writing. Could anyone else comment on how relevant a *completed and polished story is to produce a game? -M. One problem I see is that stories are by definition LINEAR while games tend to be NONLINEAR. And it's hard to generate multiply brabching storylines. Even if you do the game will ultimately get boring. On the other hand if you just mean the background story that explains what the characters are and what they are doing ( The penguin wants to catch the fish and vice versa ) then that is essential.
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