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Member Since 24 Feb 2009
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In Topic: Story and Survival in one Game?

23 April 2013 - 10:57 AM

I might be missing the point entirely though, in which case i'd like you to clarify what you mean.


I might be missing the point too... but he could mean a survival game in the terms of Left 4 Dead and such games. I think their genre is called Survival Horror? If it is that kind of survival, which I based my post on, it could work very well. If it is the kind of survival mode that you mean, well I guess it would be a lot harder. At least if he intends to have a story thicker than one page.

In Topic: Story and Survival in one Game?

23 April 2013 - 07:08 AM

The key to a story driven survival game is making the story be the reason to move forward in the game. You need to get somewhere for some reason, or you need to stay somewhere for some reason. Make each step of the journey justified by story. I must say that I fail to see the problem here.


It all depends on how much story, how you want to implement it, and where you implement it. If you have too many (and too long) story segments on each level/area the pace of the game will be slower and the players might get bored, that is a far worse problem I'd say. I think it would be essential to put the story in the game in small portions divided over each level/area. Story is not just the major cutscenes or conversations between characters. It can also be discovering places, finding missing characters, following characters, overhearing a conversation, saving characters that in return help you with something, etc. Make every objective and event in the game be a part of the story <-- winning concept.


I feel that I am being a captain obvious at the moment, hopefully you feel some kind of guidance from my stating the obvious rants. If you present an overview of the story segments in your game and some kind of description of the game it would easier to help you.

In Topic: Writing Dialogue - Do's & Don'ts

21 April 2013 - 06:33 AM

Game scripts vary wildly, and can include things like flowcharts that have a completely different set of conventions.


Do you have any personally preferred examples of how those flowcharts could look like?


And any examples of the comic script style sheets?

In Topic: Writing Dialogue - Do's & Don'ts

19 April 2013 - 01:57 PM

Great addition to the discussion Spiro! Those links are very useful, and are now bookmarked. Thanks a lot. :)

In Topic: Writing Dialogue - Do's & Don'ts

17 April 2013 - 12:35 PM

I guess the tiny part programmer in me keeps that error away. I call him "the Structure-nazi", since I just can't ignore such things as not being allowed to breath when reading texts, which is why most of my texts contain, probably too much, air and space in between.