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Gregory Aaron Martin

Member Since 07 Jan 2012
Offline Last Active Mar 31 2015 08:33 AM

Posts I've Made

In Topic: Story of a Dragon, need ideas...

15 January 2013 - 05:45 PM

I like some of the ideas presented here. My dragons are able to travel to different planets through, essentially, a wormhole. They are bringers of peace and knowldege but find themselves at war with men.

In Topic: Story for Games

29 December 2012 - 01:20 PM

Thanks Paul. I really needed pointers in this area too.

In Topic: Need help with a story

29 December 2012 - 01:06 PM

To be honest, what you have is rather cliche. Countless films have this plot as do several video games. With this genre, it's ALL been done before, and t's not too interesting as it's presented here. One way to keep players/readers interested is to not tell the story chronologically. It will require more careful storytelling from you because you have to decide what will be revealed at certain moments in your delivery of the story. Some enemies can be revealed to be allies and vice versa. Some "lies" are really truths" and vice versa. If you do it right, you should be able to keep players/readers immersed in your characters.

How many days/weeks/months/years does the story span?


Another thing that will also help is to develop character relationships and stating their motives and personalities and backgrounds. Don't info dump. Spread this information out along the course of the story, but personality is one thing that should be established early on. This is the best part of storytelling because it allows you to take characters completely out of their comfort zones and mix things up a bit for them. This ultimately drives any good story. Then, ask yourself what kind of shady character would play a part in a scheme to betray a guy and leave him for dead? 


Do you want all of the mayhem to have a surprisingly peaceful resolution, or would you want all the characters to go all out on each other? Is it a story simply about revenge, or is it a story about seeking the truth? What if the guy who is betrayed did the job out of desperation but he's really a softhearted guy? What if he was someone who knew better than to get involved with such behavior due to his upbringing? What if he was always meant to just be the fall guy? What if the one person who really knew him (his girlfriend) took major risks to help him escape police custody? What if it all boiled down to this guy simply wanting to know why he was betrayed? (This would really only work if he knew the person or people who betrayed him.) 


One convincing way to push this easygoing guy over the edge early on is this: A trusted friend who tags along with him in the early part of the quest. In a heated but tender moment with someone connected to the heist, the friend is shot. It can be a tender moment because this guy wants one thing anyone who is stabbed in the back wants to know; why? He's very calm and rational, no guns or anything. After a threat from the lead, the unarmed friend is killed. This incident is reported as a domestic dispute, but of course it's much more than that. This is a key moment because this very likable and peaceful guy is finally broken. If he remains at the crime scene, introduce some law enforcement characters that might become allies.


What physical locations will his quest lead him to? 


Start the story on focusing on minor characters like the group leader of a small group of professionals or small time thugs who organizes the heist. On the heist, no real names are used; you're just playing as some hired hand. Then, after we see the heist unfold, the attention falls onto the guy who's been left for dead. The leader who could also be betrayed appears later on and teams up with the main character to find answers. What if a player could follow both of their story paths? Both characters would have different intentions and what they both discover on their joint but separate quests leads to a different conclusion for both of them? What if intentions change for one of them? Surprise the audience with this.


IT DOES MATTER WHAT THE HEIST IS FOR. If it's for money, is it for the group to share amongst themselves, or is it for a debt that needs to be settled? This list can go on for a while. What happenings in a character's life would make him/her so desperate to turn on someone else? How well do the characters know each other?(applies to below as well)


If it's diamonds or gold or something high tech, how much do the main characters know about their employer?  Would they want it for themselves? Who else is after it and what is their connection to other main characters? 


I've never actually written this type of story myself because it's so run-of-the-mill, but the above should help you out. 

In Topic: Write a story for this game concept

27 March 2012 - 09:29 AM

This perfectly compliments a story of mine. A group of distant siblings are given the deed to their parent's dead friends' estate.There is a haunting but it's not random. There is no senseless violence but there is a lot of horror. My definition of haunting is being in the dream-like state when you're actually awake and cannot seem to run far enough or hide no matter what. There are personal secrets exposed and enough twists for it to always remain unpredictable.

Once renovation of the property is started in the mansion, the siblings are gathered in the foyer talking. The 100 or so painters and construction workers slowly disappear off the premises and are soon found huddled over something in a field. The workers turn to the mansion with the siblings calling to them from the gateway. The possessed workers charge, the siblings lock themselves in a room in the mansion with the demonized workers trying to find a way in. The first secrets are revealed from two of the oldest siblings which lead to a desperate race to a car where there are mysterious letters they recieved in the mail weeks before. This is where the mysteries of the family's past begin unraveling.

The siblings find themselves scouring the entire estate to uncover secrets of their families past and secrets kept from them by their own parents which ultimately drove them all apart. One thing about the haunting itself is that the possessed always seem to be lurking nearby, so characters are literally always on the run. They can be found in any dark corner no matter how well lit a room is. No matter how far you run from one location to a new one, there is a demon hidden in a dark area somewhere. Before anyone can uncover the reason why they are being haunted, the siblings are forced to uncover their own secrets and determine why their parents lied to them their whole lives.

Some siblings stay together while others are forced to travel alone and some even venture underground. Revelations don't necessarily mean a character is safe. Sometimes it means they could become trapped in a limbo and they are never seen again, which does happen to several of them. There are signs that a character is slipping into limbo but there is no way to stop it.There are no flashlights or cell phones or electricity of any kind and the reason is tied into the story. Other enemy types include alligators, stray dogs, snakes, and at times swarms of birds or stampedes of other wild animals through forests.

I do have a title for it. nbox me to learn more. Posted Image

In Topic: Elder Scrolls type lore

13 January 2012 - 04:24 PM

Back in 2009, I wrote a very flimsy start to my series. I wanted to enter it into a contest as a short story, but my imagination wouldn't let me. whatever was going on inside my mind was too big for a short story. It was a small start. Now, the world I have is thriving with diverse characters and backgrounds, and compelling stories. I recently went back to it after a four month hiatus. I have so much information on this place, it's amazing. There were tons of revisions though. I even found myself pulling dead stories and characters from my writing past that worked perfectly after some tweaking to play as history. Everything is implemented and for the most part smooth.

Now that I mentioned it, it's about dragons. It's about a boy and an evil dragon threatening to kill everyone on the earth. Cliche? I'm sure it sounds like it but it's not. It's so much more and it happened over time.While I do have all fo the main characters' names and some location names, that aspect is still incomplete. This is a series of books or at least that is the aim. It could most definately work as a video game, but I always picture my worlds on the scale of elder scrolls (I never played one of those games for more than an hour)and beyond, allowing control of multiple characters as necessary. Also, the history alone opens up whole new worlds in that, because certain events did not take place, things are different.

I didn't start working on my map until I had enough locations down on paper and I knew the timing between certain events. It allowed me to determine the number of miles and such. My map is still bare, but it takes a spark to get the candle burning, right?

One of my biggest advantages was having so many old stories to implement as history like I said before. I picture (if the series was made into a game) the history would be narrarated and documents would be found throughout the game describing it. I hit on a lot of philosophical ideas too which play into the current chain of events and other levels of the story. I recently envisioned my rather epic ending too. I mean the details of the ending. I see a story with lots of promise either as series or a videogame. Developers, hit me up!! ;)

I said in another post that I don't dabble too much with magic and potions and such. That is very true for this series, but as a game I feel players would expect that. If I do have mystical elements in my stories, their reasoning for being there is throughly explained.