Estok - I really like it when you ask me questions like this, it helps me figure out what I think, lol. I bet if you asked questions like this about my developer journal I'd have a textbook in no time. ;)
Quote:Original post by Estok lol all three of us use different method for story creation.
To me it doesn't make any sense to create a character without a purpose. A single character is not enough to describe one type of love anyway, it usually takes two or more characters to have a relationship. In your design of character skew, there are a lot of assumptions about the settings and plots that are not confirmed.
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It does take two to tango, but the second character is the PC. So we can give the romantic object characters either an initial wrong focus for their type of love, or no focus, and then the player's strategic choices will determine what the PC's character is, and how far in which direction his/her relationship with each NPC progresses, e.g. friends, best friends, casual lovers, committed lovers, dislike each other, or hate each other.
Type of love is how these options are restricted and instantiated: 5minutegaming's character, for example, being asexual would not be available for the lover type relationships. Skew otoh, being passionate and a villain, would not be available for the friend relationships, the only way to win his goodwill would be to become his lover first.
As for unconfirmed setting and plot assumptions, we should make a list of these and then go through and confirm or deny the ones we can.
Quote: How about these questions for the design document:
do we want the main character be in a team? or is the main character mostly by itself? Do we want the main character be able to join different teams?
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I was thinking one main character, either by him/herself or with up to two sidekicks. The player would have the option to defect to the villain's side (either major or minor) if they cultivated a good relationship with that villain.
Quote: how much fighting do we want? what type of fighting (assassin, military, law enforcement, duel)? Do we want to show blood? Do we want a scaled-downed form of competition such as sport, code breaking, or investigation?
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My favorite kind of fighting is realtime sword/fist/magic fights requiring timing and button combos (on a gamepad). Examples are Vagrant Story, Mortal Kombat, Golden Axe, etc. But I am open to other kinds of fighting or no fighting. The only kinds I don't really like are assassin and blow-'em-away (would be okay to put in a mini-game though.)
Quote: how do we want to present the world? do we want to present a multilayer world? do we want to present the player a superficial layer of the world, leaving the inner one to be discovered? how much do we want the player to doubt the surroundings and information? How much contradiction do we want? How much do we want the player to think? How do we want the player to think (philosophical? logical? experimental base on experience)? What type of problems do we want the players to solve?
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Initially the PC will be confronted with a fantastic, unfamiliar world and its inhabitants, and be mystified by how this world is related to Earth and how its society and technology/magic function. Through dialogue with NPCs and adventure game style exploration the PC will learn how to act within the society (dialogue puzzles and plot action choices) and manipulate the technology/magic within the world (combat, puzzles, mini-games), and a little bit of history to explain how this world is related to Earth.
So the player's mode of thought is mainly strategic/manipulative using logic, that's for the gameplay segments, but the story segments are philosophical/emotional, examining the moral/ethical significance of the player's strategic choices as they effect the lives and hearts of the NPCs.
Quote: how much romance? (romance was optional in the original design doc)
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Defining 'optional romance' - optional means the player cannot accidently get into a romantic relationship in the game, any such relationship must be earned. But romance is definitely not optional in terms of the game design, we have to put a lot of it in there.
Quote: About romance: If we want a plot based on romance, we are basically asking this question:
If you were to show one aspect of love in the game, what would you show?
For 5minutegaming, the answer is more precise. For example, he might say, "selfless love." Then, the plot might prompt some of these questions, "what is selfless love?", "does everyone capable of selfless love?", "can anyone express selfless love?", "can selfless love be selfish?", "is selfless love always good?", "how is selfless love expressed?", "can selfless love expressed in a selfish way?", "what causes someone to express selfless love?", "how does selfless love differ from other types of love?", "what type of love differ from selfless love the most?" ...
My impression is that we probably won't get into any questions above. It seems that we are very firm on what each type of love means and their implications. Based on how Sunandshadow design the story, it seems that we want to limit the scope to situational and relational conflicts. The questions involved probably are like these, "how do I get A on my side?", "how do I make B love C?" "should I trust D?" "Who should I choose between E and F?"
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No, I want to get into the philosophical questions, that's the whle point of having deep characters. The second batch of questions are the ones the player decides strategically, the first batch are the ones explored in each NPC's subplot in a more didactic and less strategic way.
All of this is just what I have been subconsciously assuming, and I'm happy to listen if you have different ideas.
Edit: Here's an idea - maybe we should have three races: Spiritual Asexual (of which there would be only a few characters, some extremely old), Technological Hermaphroditic, and Magical Male/Female. So 5minutegaming's character would be a Spiritual, but Skew would be a Magical. Maybe a Spiritual would be what one matures into after mastering both technology and magic? So the player couldn't become one in the first game, but maybe in the game+?
Another Edit: The plot choices the player must make to 'win' each NPC should have to do with the type of live being examined, for example since 5minutegming's character is selfless love maybe the player would have to take some sort of self-sacrificial action to win them.
[Edited by - sunandshadow on September 21, 2004 12:19:41 AM]