Setting tone with backstory
#1 Moderators - Reputation: 1454
Posted 19 September 2000 - 09:57 AM
#3 Members - Reputation: 247
Posted 21 September 2000 - 07:47 AM
could you as well give your opinion on the page above, as if you don''t like the "atmosphere", then I might as well not write my ideas, and keep them for myself
youpla :-P
#4 Moderators - Reputation: 2814
Posted 21 September 2000 - 08:44 AM
You grew up on the [insert player''s chosen ship name here]. Everyone you knew was part of this self-contained little world. Your mom was the astrogator, your dad was the cook, your uncle was the captain, your uncle''s partner was the trade officer, your aunt was the weapons officer, your grandma was in charge of all you cousins, etc. Now all of that is gone.
[For some emotionally involving plot related reason] you are alone on asteroid base Zephyr. You have just enough money to outfit your own new ship. What will you do? Get revenge/luxury by turning to a life of piracy? Find a wife/husband and start rebuilding your dynasty? Roll with the punches and keep your honor by remaining and honest trader? Pour all your energy into uniting the political factions so that this kind of disaster will never destroy another innocent merchant family?
(This was loosely inspired by C. J. Cherrhy''s _Merchanter''s_Luck_)
#5 Members - Reputation: 186
Posted 21 September 2000 - 08:55 AM
Or will you allow them THE OPTION to try and make the universe a better place?
Or just have them play for the cutthroat commercial & gameplay competition.
If you want to put in diplomacy features and dialogue trees or even just a sign language system?, then maybe the ability to try and change the social structure of the system would be worth putting in there?
#6 Members - Reputation: 122
Posted 21 September 2000 - 09:03 AM
the game could start with the player returning from a long journey to find a new home planet for these people. you were elected because of family stature and you are the implied ruler. you are given the swiftest most confortable ship and a crew of the best and bravest to find a home. the game begins with your return; a home is found. you organize the race, gather resources, and prepare. then when you are ready you leave with only what you have amassed. you can leave at any time, but the more you get, the more you take with you...but patience comes at a price: if you wait too long the planet you found may have been inhabited by another race, and you'd have to fight for it.
once you leave and arrive at the new home world, you have to set up. this might require you purge the resident beings, and defend it from outsiders. you use the resources and people to gathered in the first part of the game to set up and begin the new civilization. the game ends when the civ is established, maybe when something like the first child of the new world is born or something.
this is probably way far from what you had in mind, but i just started typing and the ideas flowed...
<(o)>
Edited by - aDasTRa on September 21, 2000 4:05:02 PM
#7 Members - Reputation: 122
Posted 21 September 2000 - 09:04 AM
Also, this concept could be used to prepare for sequels... after gaining power in this space, the protagonist could move on to other regions, or into politics as a regional governor, etc.
"Don''t tell me how hard you work. Tell me how much you get done." - James J. Ling
#8 Moderators - Reputation: 1454
Posted 22 September 2000 - 10:26 AM
quote:
Original post by ahw
Haven''t had much time to write a little something, so before I do, you might want to chek out the source of my inspiration : the ancient RogueTrader background universe. As they say, they don''t do anything like that anymore ...
could you as well give your opinion on the page above, as if you don''t like the "atmosphere", then I might as well not write my ideas, and keep them for myself
Thanks ahw, I checked it out. It reminds me a lot of the Warhammer or Emperor of the Fading Suns universe. It looks cool, but I have a pet peeve with science fiction settings that are really medieval dark ages with starships and blasters. Traveller, Warhammer, Noble Armada, EotFS, and a lot of other games seem to do this.
I think I''m looking more for a freewheeling, advemturous universe where the little guy has a chance. RT''s universe seems a bit darker and more formal / oppressive. (But thanks for the suggestion!
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Just waiting for the mothership...
#9 Moderators - Reputation: 1454
Posted 22 September 2000 - 10:34 AM
quote:
Original post by sunandshadow
How about:
(snip great suggestion)
(This was loosely inspired by C. J. Cherrhy''s _Merchanter''s_Luck_)
S&S,
Thanks, I love Cherryh''s space trader writing. I just finished "Heavy Time" and it really captures what life might be like as a hard rock miner when we get out there.
Your story setup makes for some cool motivation and gives a lot of immediate character and flavor. My only problem is that I wouldn''t be able to apply such a specific situation to multiplayer. It''d work great for single player, tho!
It''d be great if I could compose a compelling setup that worked well for single *and* multiplayer. I''m trying to avoid the lame, crappy "You''re one of 4 factions fighting over..." nonesense that seems justify multiplayer mode in *every* RTS storyline.
Although... maybe I could concoct several stories like this? Then, relationships and abilities and such would be like playing a side in an RTS? Have to think about this more!
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Just waiting for the mothership...
#10 Moderators - Reputation: 1454
Posted 22 September 2000 - 10:41 AM
quote:
Original post by Ketchaval
I think that you should consider WHAT the player can do, do you want to give them the freedom to cheat, steal, blow up etc. (Sounds like fun to me).
Yup, they can do this!
quote:
Or will you allow them THE OPTION to try and make the universe a better place?
I''m struggling with this one, and *how* it might work.
quote:
Or just have them play for the cutthroat commercial & gameplay competition.
This seems to be the most straight forward and easy to understand. It also seems to work well for multiplayer.
quote:
If you want to put in diplomacy features and dialogue trees or even just a sign language system?, then maybe the ability to try and change the social structure of the system would be worth putting in there?
Right now it''s just a souped up game of Asteroids with some combat, trading and RTS elements.
I''m not sure how changing the social structure would work. Are you saying that you could use different populations like resources? Any ideas how this might work?
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Just waiting for the mothership...
#11 Moderators - Reputation: 1454
Posted 22 September 2000 - 10:52 AM
quote:
Original post by aDasTRa
i like the idea of working to unifying the estranged colonist. that could only be a part of the game though. you could have the first part of the game consist of unifying these people and organizing in to a large force. then this entire organized colony can move as one from the asteroids to a new home world, and begin to ''move in''.
Thanks aDasTRa! There are some nice empire building components suggested by your storyline. I think, though, that because the gameplay focuses on being a single ship and flying around and such, it might piss off people who were expecting more of a SimCity or Civilization experience. Do you think these two play styles would be compatible?
It *might* be cool to try to build up an empire of bases with only a single ship! Although, it could get frustrating if you lose bases and aren''t able to defend them the same way you do in an empire game.
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Just waiting for the mothership...
#12 Anonymous Poster_Anonymous Poster_* Guests - Reputation:
Posted 22 September 2000 - 10:58 AM
You could throw this idea into the game. It allows the player to do both bad and good. You could maybe turn it around, so that, rather than bad leading to good, he starts out with good intentions and ends up bad. The down side, depending on how you do it, is that it could limit the freedom the player has to choose his alignment.
#13 Moderators - Reputation: 1454
Posted 22 September 2000 - 11:00 AM
quote:
Original post by halfgold
As the aforementioned privateer or pirate, you''ve been chased (or exiled) into this region of space for your crimes. Alternatively, you could be a political exile fleeing assassins. This would explain why your ship differs from those in the current region, and allows for various plot points and goals. Maybe you must gain control of a large portion of the sector before your enemies gather an invasion force. Maybe you need the political clout of a large guild or nation (created in this asteroid field and headed by yourself) to negotiate your return to "civilization".
halfgold,
Thx! Just like sunandshadow''s plotline, I like that this gives you immediate focus when you arrive and explains why you''re doing what you''re doing. But I''m not sure I can apply this to multiplayer.
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Just waiting for the mothership...
#16 Moderators - Reputation: 2814
Posted 22 September 2000 - 03:40 PM
quote:
Original post by Wavinator
S&S,
Thanks, I love Cherryh''s space trader writing. I just finished "Heavy Time" and it really captures what life might be like as a hard rock miner when we get out there.
Your story setup makes for some cool motivation and gives a lot of immediate character and flavor. My only problem is that I wouldn''t be able to apply such a specific situation to multiplayer. It''d work great for single player, tho!![]()
It''d be great if I could compose a compelling setup that worked well for single *and* multiplayer. I''m trying to avoid the lame, crappy "You''re one of 4 factions fighting over..." nonesense that seems justify multiplayer mode in *every* RTS storyline.
Although... maybe I could concoct several stories like this? Then, relationships and abilities and such would be like playing a side in an RTS? Have to think about this more!
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Just waiting for the mothership...
I think that making several stories would work well for both single player and multiplayer. Or, why not let the players each make up their own specific story from some modular motivations and blanks for ships'' names? That would make every one unique, but you could use the modules to tailor the plot/NPC''s reactions to the character. And it would be very simple to code.
#17 Members - Reputation: 247
Posted 23 September 2000 - 04:09 AM
Ketchaval : LOL, if it was the only movie to do that. If you really want to see how fuck!ng useless some writers can be, look at the Seven Magnificent, and be amazed at how much as NOT been changed (I can imagine the writers saying "uh, yeah, but look! it''s a western"). I think there is also Three Amigos, who''s itself a remake of an old movie, itself based on the 7 Samurai ...
in the end, it''s all about style, I guess. Kurozawa is a genius.
Wavinator : well, AAMOF, RogueTrader *IS* the first game made by the Games Workshop team, which later evolved into a sweeter, more Hollywood rated universe... it was made in those times where their writers could do 700 pages on the 4 Gods of Chaos... but GW have sold their souls to the God of Money a long time ago
As well, my idea is to inspire yourself from the concept of the RogueTrader (did you read the description of their job ?), not to copy/paste the concept
God, I have to find 5 minutes to write down my idea. Ok, more later.
youpla :-P
#20 Members - Reputation: 186
Posted 24 September 2000 - 06:13 AM
Everyone you knew was part of this self-contained little world.
Your mom was the astrogator, your dad was the cook, your uncle
was the captain, your uncle''s partner was the trade officer, your aunt was the weapons officer, your grandma was in charge of all you cousins, etc. Now all of that is gone.
[For some emotionally involving plot related reason]"
If the player spent a lot of time involved with these characters in the beginning chapters of the game, then I think that an "emotionally involving plot related reason" would work, but if they died in the game BEFORE you had even met them, I doubt that this would have any real emotional effect on the player. Unless it was the fake block-buster emotion of things like Armageddon.






