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About Glitch25

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  1. Glitch25

    Planning a Complex Narrative

      Oooooh, that's a nice find. xD I'll look further into it. Might take a bit to setup, but I'll do very nicely. Thank you!     Alright, so if I am not mistaken. Brief dialogue choices, quick to read, easy to understand. When selected, the character then expands on that summarized dialogue choice. The choices are marked in accordance to outcomes these choices are predicted to have on the character they are interacting with. Although, it may be far more interesting to make decisions based on the context of the discussion, rather than selecting the most positive response. 4-5 choices that may at least provide the illusion of choice, when there may only be say, 2 or 3 actual outcomes of the discussion. (keeps the development scope manageable) I am looking towards more of the empty vessel kind of protagonist, although, not quite the traditional one. I'm considering systems that would permit a sort of backstory that the player creates for them in accordance to the game's lore or species/culture.   Fantastic tips, you guys/gals have been absolutely invaluable to me.     Quite a lot of information to absorb. I've found Google Drive to be of use to us, so I may lean towards Google Sheets. The less programs we need to use, the less chaotic this whole process will be. I know that character perspective is what I'd like to experiment with the most. So I'd need to work out an easy to grasp system for the sheets that could at least summarize the necessary information. Characters, Location, Objectives, Choices, and Outcomes.   It looks like the Skyrim example you provided indicated many of the key events or paths the player could take through the use of a Journal system. As haegarr had mentioned, I might need to keep the dialogue brief, at least for the purpose of explaining these events quickly in the context of player and npc interaction, or these long documents. Perhaps I could use another document for further depth, but at the moment I just need to plan everything out. An ID number for each scenario sounds very useful, I'll be sure to use them.   Thank you for the great deal of information, plenty of advice to go through. I'm looking forward to any further advice any of you may have!
  2. Glitch25

    Planning a Complex Narrative

      I'll give evernote a try, it sounds like it could be rather reliable. I think I can come up with a unifying theme, I'll make some notes of what you've suggested and go over it later. Maybe I should look at the story structure for some of those longer series, a narrative that expands beyond a single film or book. I can only think of a few games which have done just that. I think; as the title for this discussion says, is going to be complex. I'll try to manage my scope well, a single narrative to encompass all the cultures, and then minor stories between factions, and lastly individual characters. The level of influence choices have within the narrative should be interesting to experiment with.   Thank you for your help so far, Opwiz. :D     Global timeline, as in key events that affect all the cultures present within the game world, or at least very significant ones. Correct? A single player choice may create a domino effect that sets off a huge change in future occurrences. Less significant events may also affect minor outcomes, say for example anything between individual characters or any small factions or groups. Yes, I've considered a timeline, although the programs I've found all seem to be rather restricted. It would be interesting if I could lay out even the most minute of events. Like a zoom function, scroll out to see the largest, global events. Scroll in to see small character or group events, even further in to see dialogue events.   I may still try the wiki, as Servant mentioned, I could host it through my own webhost. Multiple methods may work well together. A flow chart sounds wonderful, but it requires a great deal of effort to complete. A spreadsheet might be my best option to begin with, from there I can dedicate the time to work on a very well planned (and very long) flow chart. I would very much appreciate an example if you had one, that would help me to an enormous extent. I've been looking for references for the structure of this process.   Thank you very much for your help so far, sunandshadow. :D     I'll look into that software, I do own a website domain. So I can work with the host I have to get this setup. Private for the time being, and public when it's ready. (I really wish Wikia supported that option) I am researching Confluence at the moment, I'll trust your judgement about TiddlyWiki. Zim sounds like it may be promising. I've been working with Xmind to map out some relatively simple concepts, it get's to be rather, well, condensed after some time. I'm not sure how to spread things out a bit more with that program.    I really appreciate your assistance so far, thank you! :D
  3. Glitch25

    Planning a Complex Narrative

        That's rather interesting, I hadn't thought of that, although I'm still curious as to how larger story driven games design these complex narratives. Can you create a private wiki page?        Well to briefly describe what I'm working with, a first person game that will tell a single over-arching narrative from multiple perspectives; multiple cultures or species.   I'd like to have the world persist without the need for player interaction, most narrative events arise from taking optional paths your companions suggest. Or are perhaps instigated through exploration during or after the primary gameplay experience. There are some planned events, but they're hardly found by linear means. Most narrative is given through optional character interaction during periods of rest, this allows me to pace the story well and also to give the player some 'quiet time' to think about the game world. All key events can be witnessed first hand, but they're never forced. I'll provide subtle hints to guide them, but the choice to follow is their own. Events can take place without them being present.   Dialogue trees are closest to what I'm considering, but I'm not sure I'll go with the traditional method used. Instead I've worked out a sort of 'binary' system for ease of response, yes or no, positive, negative or neutral, agree or disagree, etc. Responses for quick interaction while preserving immersion; rather than reading through an extensive amount of text to select something closest to what you want. Which also permits ease of calculating an NPC's admiration or aversion towards the player.   Let me know if that description is sufficient, I really appreciate the responses so far, you two. Thank you.
  4. I'd like to begin writing a rather complex narrative, dialogue trees, level design, key events, perhaps a timeline of sorts. How might I go about doing this? Writing it all down in Microsoft Word or Notepad seems to be rather inconvenient and unnecessary, in doing so any member involved in that area of development would have to read the entirety of the document and re-read sections if changes are made. A summation of major points in the story but still provide enough detail to quickly grasp the scenario? Should it be segmented into levels? Or what if the game were to be free roaming? What if choices can be made to alter future events? Dialogue choices? What if most of the story is told through the environment? So many questions.   Perhaps an example of this kind of story telling would be the Marvel or Star Wars universe...or the non-fictional universe. http://starwars.wikia.com/wiki/Timeline_of_galactic_history https://keithroysdon.files.wordpress.com/2012/05/marvel-cinematic-universe-timeline-infographic-01-4578x1450.jpg http://astroclock2010.files.wordpress.com/2010/05/geological_time_spiral.png   If the story were to persist for two or more years within that universe. Or, as one the characters from Baccano! said, "Rid yourself of this un-ending illusion that stories have clear beginnings and endings. Stories never begin, nor do they end. They are comprised of people living. An endless cycle of interacting. Influencing each other and parting ways. As long as stories are told they should not have clear endings," How might it be best planned out? Or at least described to those developing the interactive experience?   TL;DR, I suppose my question would be, how are interactive stories usually planned out?  And what programs should I utilize to do so?
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