quote:Original post by Inmate2993
I think what you''d have to be careful about when making a game like this is that the players could get bored fast, so you would have to keep them interested through a number of ways, like highly complex animations and a lot of plot branches.
It seems that everyone agrees that branching is the way to go. Does is also mean a multilinear storyline (multiple endings) or a psudo-linear storyline that arrives at the same points through multiple means?
quote:
If you want to go the high level story path, all of the characters in your game should have personalities of their own, including which ever character you choose to be the main protagonist...
So, you think that the player shouldn''t be locked into which "side" of the story they see? That, although the story by large is the same for each character (the world), the details of the story depend on who you choose for that main character?
I really like this thought. I''ve had trouble writing InterLock since the story always seemed relentlessly large. This helps things by breaking up the script into five smaller interconnected stories. This also adds replay value since you won''t see everything without playing all the characters involved.
quote:...and that they''re behavior should be entirely their own, and not totally dependant on which buttons the players press.
Of course, this goes back to balance in a video game. Isn''t that more up to the particular game (script) rather than the machanics of it?
Thank you everyone, again. ^_^ I yeild discussion to the floor.
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