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Story writing

Posted by O-san, 06 September 2011 · 60 views

Hello again, another evening to write a journal post. This time without fancy pictures (look at previous posts if you want fancy pictures). This post will also be a bit different from previous posts. I am going to discuss/think out loudly how I should tackle story writing and neighbouring systems.

As can be seen in the past I am in the process of designing the character dialog system, items, inventory and quests. These systems have a fundamental impact on how the game will be played. I am in a bit of a struggle on how to approach all of this. Should I go ahead with a fully fledged story-driven game or should I make simpler action game?

Action based

If I go for the action-type game things will be simpler. I could get away with a set number of door keys (think yellow-red-blue key) and only a few weapons, no character stats (no leveling up) and only a linear dialog system with a simple story, maybe even a linear game play (no travelling back and forth between maps). The character could even pick up items just by walking on them. This sort of game could be written pretty fast.

Story driven

If I go with a story driven RPG things will get more complicated. I have to design an inventory system. Save where different items are dropped, allow travel back and forth between maps. Basically some things that were linear in the action game need to have a flow chart; what actions are available at this stage? Have the player been there or there? Can he ask about this or that? What items does he carry; can he give certain objects away? In an action game the player is seldom allowed to drop items, only pick up. This simplifies many things.

What I would like to go for is a mix between the two, the ease of an action game, direct control of the character and the diverseness of an RPG with inventory system and dynamic/chart-based story line. I feel a bit worried about the task on writing a story with different flows. I also feel that such a story driven game is the most fun to play.

Much of the RPG elements are done (such as the dialog system) but as things have unfolded in the past I know there is always more unforeseen work that has to be done. I guess I probably have around 90% of the work left before I can call the game finished.

Until next time, thanks for reading!







I smell Feature creep :).

My thought, take a SNES Zelda approach. Have a somewhat open world, a small number of defined items only relevant to puzzles, and then add simple NPCs.
Feature creep?.. yes, you got me. I really need to keep my scope down to be able to finish my projects. The "Zelda approach" seems like a good idea and I will probably go for something similar to that.. maybe with a bit more elaborate inventory and dialog system.
I've always preferred action, but with leveling and stats for progression. Story for me is "flavor" but if I have to slog through too much of it, or if story is the main focus, then I tend to get bored and play something more mindless.

That's just my thoughts, though. :D
Thanks, all views are appreciated! :) I too like games which doesn't require reading lots of text. The best thing would be to be able to tell a story without any text or speech. I think another world did a great job at telling their story without these. I will have some dialog, hopefully it won't be too much.
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