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blarkfase

Member Since 19 Feb 2012
Offline Last Active Jul 05 2012 12:42 PM

#4945518 Diablo 3

Posted by blarkfase on 02 June 2012 - 02:40 AM

So, I've been on hiatus for a bit, but I'm back! Currently in the process of making 2 games with a group of friends too! Anyways, I wanted to know what you all thought of the writing in Diablo 3. It has been under a lot of criticism lately and I was wondering what your opinions were.

Personally, I feel like a company as large as Blizzard should have been able to do much much better than this. There were cut scenes that I actually cringed during because of how terribly cheesy and poorly written they were. Nevermind the fact that every bit of the story was spoon fed to the player and left nothing up to our imaginations, like we are all illiterate idiots that can't grasp anything that is vague in any way. Also, glazing over the most important and interesting parts of the story by mediocre, poorly written, in-game cut scenes. I felt extremely disappointed, especially since I've been a huge fan of this franchise ever since Diablo came out years and years and years ago.

But what do you all think?


#4916106 Post-Modern Society story I'm writing

Posted by blarkfase on 23 February 2012 - 11:20 PM

"Locked in a small apartment, just my 80 year old father and me, a 24 year old college graduate that decided to make it in the big city. Now, we're trapped in this shitty little 4th floor apartment with very little hope to look forward to. Society has collapsed, bandits are roaming the streets, and we are forced to hide. My father complains about how he is holding me back and that I will die because of him, but in all honesty I wouldn't be able to do this without him. At night, I sit by the front door to guard it, not honestly thinking I'll be able to if someone comes. Sometimes I can hear him crying from the bedroom. I know what he's thinking about; I miss mom too. Some days I go scavenging for supplies, leaving him in the apartment on his own and I try to ignore my fears of returning to find him dead. Staying alert while sneaking around a city is hard enough when you're malnourished and sleep deprived. Why do we do this? Is living in this hell really worth what we're going through? No, but giving up is not an option either. We've got to do the best we can to survive, wait for a rescue, and see mom again."


Game-type: Sandbox RPG; I want the vast majority of decisions to fall on the player in order to immerse themselves as much into the role of the son as possible. This is meant to be a very emotionally deep storyline that is hard to handle, so the more the player is immersed into the situation, the better. Possibility of co-op, with one character as supply and back-up, while the other is the scout and fighter.


Plot: The main character is tasked with keeping his elderly father alive and safe during a post-government society. Every decision made is one that is extremely emotionally difficult for the main character. Every aspect of surviving in a desolate city should be taken into consideration (barricading the door and windows, scavenging for supplies, getting rest, making weapons, etc.).


Mechanics: I want every decision made to be something that could not work, so there is always a chance of failure. (Example: If you decide to go scavenging for supplies across the city you could be gone for a while and by the time you return the secondary character could be dead, completely changing the direction that the game would take.) Outside of this, there should be a sense of resourcefulness that comes into play, such as breaking down a table to use the legs as clubs or something to that effect. Also, I want the characters' story to come through as the game is played, instead of putting all the cards on the table at the beginning. So, as you move through the storyline you chose, you learn some things and don't learn others as they come up in a more natural fashion, through events and conversations.


Combat style: Dependant on how the player wants to handle situations. There could be opportunities for guns, but there may be limited ammo and they may attract a lot of unwanted attention. This is where scavenging through other apartments, breaking chairs or tables, etc. comes in to make melee weapons. There is also the possibility for hand-to-hand combat, when weapons aren't accessible.


Setting: A large city. I would prefer it stay unnamed to get away from cultural ties that are attached to each city. Something large and New York/Philly-esque. However, the player would start in an old apartment building without water or electricity, but would have the opportunity to move to other buildings if needed.


Main character: Mid-to-early 20s, fresh out of school and into the city. I'm trying to keep everything very neutral right now and stay away from race, sexual orientation, etc., so I can focus on the core elements and a solid foundation, for now. A vague description of him would probably be; 6 ft tall, 160-170 lbs, possible short beard or scruff, no tattoos, piercings, or anything that is overtly noticeable. His main job is to scavenge for items and supplies, scout other buildings for moving into, and searching for a possible rescue.


Secondary character: Late 70s - 80 years old man that is fairly feeble. I see him as a man that has a hard time moving around a lot and possibly has heart or lung issues. General description would probably be; 5'6 ft tall, 150-160 lbs, bald spot, mustache or beginning of a beard. Isn't too feeble, but can't do much more than move from one building to another, carrying very little (like a blanket and a weapon). Also, his main job will be the construction of any weapons, defenses, or any repairs that need to be done around their home-base. If he dies, then the main character loses all of those abilities and other possible knowledge the father may have (where restaurants are in the city, how to collect and purify water, and other aspects like the story of the characters and what caused all of this). This makes the father character somewhat of a reliability, for his knowledge and capability of creating and repairing items that make survivability much easier and allows a more fleshed out and enjoyable storyline.


Enemy characters: Tattered clothed people of all types, from full grown men to small children. Some are travelers that may or may not be trusted, some are obvious bandits with guns and bulletproof vests. This category is fairly predictable as far as the equipment carried. One thing that I would like to be different about them is that they have plans that are carried out. Such as, searching through all the buildings down one street, then moving a block over. May have a large truck or something they drive around to carry off supplies and such.


Allied characters: I would eventually like there to be a chance where bands of x-military or cops come through to disband bandits and such. This could be a limited chance for rescue that the player would have to knowingly search and wait for. They would be in tattered versions of their uniforms with bulletproof vests, guns, possibly in military vehicles or cop cars.


The story itself will have multiple paths than can be followed under these main categories:

Both characters survive - Join a band of people trying to escape; Escape on their own (either by car or by foot); Evacuated by band of x-military/cops

Main character survives - Father dies in escape (either with the convoy, on foot, or in their of vehicle); Father dies during attack on home-base; Father dies when moving to another safe-house

Main character sacrifices self to save secondary character - Takes a shot for (or while escaping, not necessarily to block a shot) father during escape (with convoy, on foot, or in vehicle)




---------------------------------------

The red is the new stuff. Does that sound better? Let me know if I forgot something, I've been running around during typing this and might have missed a thing or two.




#4915038 continuity in games?

Posted by blarkfase on 20 February 2012 - 08:30 PM

I'm new here and not in the industry by any means, but it reminds me of the shift in the Warcraft series and how they went from one game type to another. Personally, I think the idea is absolutely worth pursuing. One thing that bothers me about a lot of the video games out today is that they are very predictable in the way a series or collection of games are all FPS or RPG or RTS, etc.. So, an idea like this seems like a great concept and has a lot of potential for showing different aspects of a world that can't be shown in the other game styles. Like I said, I'm no expert by any means, but I feel like new concepts in video games are starting to get a huge push with titles like Limbo, Amnesia, and Dear Esther.

Outside of the gaming industry, this seems to be a big trend in comics. Maybe a look into how those different stories and alternate universes tie together to make a whole. Slightly different, but still worth a google.


#4914887 Post-Modern Society story I'm writing

Posted by blarkfase on 20 February 2012 - 12:17 PM

I am in the process of working on a couple game ideas and I was hoping to get a little feedback on this one. I'm pretty new at writing for video games, but I am extremely excited about the process and trying to get into the industry (I am a recent, jobless, graduate, from Art School). Anyways, this is my first post, this is one of my first video game concepts, and if I could get some feedback or criticism on it, that would be amazing! Thanks!

------------------------------------------------------


"Locked in a small apartment, just my 80 year old father and me, a 24 year old college graduate that decided to make it in the big city. Now, we're trapped in this shitty little 4th floor apartment with no hopes of escape. Society has collapsed, bandits are roaming the streets, and we are forced to hide. My father complains about how he is holding me back and that I will die because of him. I've caught him trying to take my gun a couple times, so he could kill himself. At night, I sit by the front door to guard it, not honestly thinking I'll be able to if someone comes. Sometimes I can hear him crying from the bedroom. I know what he's thinking about; I miss mom too. Some days I go scavenging for supplies, leaving him in the apartment on his own and I try to ignore my fears of returning to find him dead. Staying alert while sneaking around a city is hard enough when you're malnourished and sleep deprived. Why do we do this? Is living in this hell really worth what we're going through? No, but giving up is not an option either. We've got to do the best we can to survive, wait for a rescue, and see mom again."


Game-type: Sandbox RPG; I want the vast majority of decisions to fall on the player in order to immerse themselves as much into the role of the son as possible. This is meant to be a very emotionally deep storyline that is hard to handle, so the more the player is immersed into the situation, the better.

Plot: The main character is tasked with keeping his elderly father alive and safe during a post-government society. Every decision made is one that is extremely emotionally difficult for the main character. Every aspect of surviving in desolate city should be taken into consideration (barricading the door and windows, scavenging for supplies, getting rest, making weapons, etc.).

Mechanics: I want every decision made to be something that could not work, so there is always a chance of failure. (Example: If you decide to go scavenging for supplies across the city you could be gone for a while and by the time you return the secondary character could be dead, completely changing the direction that the game would take.) Outside of this, there should be a sense of resourcefulness that comes into play, such as breaking down a table to use the legs as clubs or something to that effect. Also, I want the characters' story to come through as the game is played, instead of putting all the cards on the table at the beginning. So, as you move through the storyline you chose, you learn some things and don't learn others as they come up in a more natural fashion, through events and conversations.

Combat style: Dependant on how the player wants to handle situations. There could be opportunities for guns, but there may be limited ammo and they may attract a lot of unwanted attention. This is where scavenging through other apartments, breaking chairs or tables, etc. comes in to make melee weapons. There is also the possibility for hand-to-hand combat, when weapons aren't accessible.

Setting: A large city. I would prefer it stay unnamed to get away from cultural ties that are attached to each city. Something large and New York/Philly-esque. However, the majority of the game would be played from the inside of this one old brick apartment building. Old peeling wall-paper, wooden steps, thick wooden doors, fire escapes, the works.

Main character: Mid-to-early 20s, fresh out of school and into the city. I'm trying to keep everything very neutral right now and stay away from race, sexual orientation, etc., so I can focus on the core elements and a solid foundation, for now. A vague description of him would probably be; 6 ft tall, 160-170 lbs, possible short beard or scruff, no tattoos, piercings, or anything that is overtly noticeable.

Secondary character: Late 70s - 80 years old man that is fairly feeble. I see him as a man that has a hard time moving around a lot and possibly has heart or lung issues. General description would probably be; 5'6 ft tall, 150-160 lbs, bald spot, mustache or beginning of a beard.

Enemy characters: Tattered clothed people of all types, from full grown men to small children. Some are travelers that may or may not be trusted, some are obvious bandits with guns and bulletproof vests. This category is fairly predictable as far as the equipment carried. One thing that I would like to be different about them is that they have plans that are carried out. Such as, searching through all the buildings down one street, then moving a block over. May have a large truck or something they drive around to carry off supplies and such.

Allied characters: I would eventually like there to be a chance where bands of x-military or cops come through to disband bandits and such. This could be a limited chance for rescue that the player would have to knowingly search and wait for. They would be in tattered versions of their uniforms with bulletproof vests, guns, possibly in military vehicles or cop cars.

----------------------------------------------------

The first paragraph is a short, introduction, foundation I'm trying to use. I know it seems kind of thrown together, but I'm trying to have any narration of the story come from the main character and seem as sleep deprived rambling (not a cop-out, I swear). I'm pulling my inspiration from The Road, but with opposite character roles and without the romanticized narration.

If there are any questions or concerns, I'm more than happy to answer or reply to them! Otherwise, any help or suggestions is greatly appreciated!


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