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Collaborative Game Story Survey

Started by August 30, 2004 03:38 PM
838 comments, last by Andrew Russell 20 years, 1 month ago
Wow, I didn't even see this until just now!

Quote: Original post by sunandshadow
Don't worry abot the numbers, I'll sort them all out when I put the final version in the design doc. :)
Yay [smile]

Quote: Hmm, classy dresser? I was thinking girly cute clothing probably involving bows, vaguely like a cheerleader outfit or sailor fuku - that look is generally very popular and should help convey that she's supposed to be highschool age.
How about something inbetween, then? I suppose classy was a little vague, though. I don't mean that she wears a nice dress everywhere, just that she pays attention to what she wears and how she looks. I think that's a better explanation - so she could wear cheerleading clothes, lol, or something of the sort :)

Quote: Also since magical females are exaggeratedly female she should probably be short and curvy, but then again if she's young enough she might not have the big chest and hips yet. Eh, just my thoughts, it's all your call of course. But definitely her friends and especially her big brother Lion should think of her as a girl rather than a woman, that's kind of essential to the whole 'innocence' issue.
That would make sense, and make it easier to do a sort of coming-of-age bit with her. She'll probably be placed right at the transition, anyways, for the sake of the game timeline.

Quote: Story role would probably be Sidekick, and a previous suggestion I remember was that her abilities should defnitely include healing... that's all the comments I can think of at the moment. Good start! :)
Healing would be good - how can we differentiate her from Follow? Perhaps Kitten can fight too, but as, well, as a sidekick [grin] That does fit her well (in fact, I seem to recall now that you brought that up when you first introduced her!).

Quote: What kind of incidents do you think might foreshadow and then fully show the significance of her innocence/optimism/faith vs. moral gray areas/realism/justice internal conflict?
Good question. She's certainly going to get a lot of the conflict from what she sees around her - she sees people like Follow and Lion and Skew... well, there would be enough moral ambiguity there to take care of it. Still, she needs to be personally confronted with one that forces her to really consider the problem and deal with it. And it would be nice if the PC were involved... Some sort of romantic conflict, maybe?
gsgraham.comSo, no, zebras are not causing hurricanes.
Thanks Avatar God. :) I'm glad you find Follow's issues interesting, and I'm proud that you find my writing funny. :) I do want to make my readers laugh while I'm exploring philosophical, social, and psychological issues. IMO life is often funny and ironic, and since philosophy is the study of life, it's a great source of humor.

I see Kitten and Follow as two different kinds of sidekicks - Kitten is more protective and would do healing and shielding, while Follow is more helpful and would strengthen hir leader and amplify hir leader's attacks. Plus, since one is a magical and one a techno, they'll have different racial abilities. I don't think it will be too difficult to differentiate them in combat, it was their personalities I was more concerned about being different enough.


Anyway, since the issue of clothing keeps coming up I figured I'd lay out my thoughts on the different races' clothing:

Spirituals - Don't wear clothing; their weird bodies are their clothing.

Humans - Slightly futuristic jeans and sneakers? Business casual button-up shirts and dresses? Military uniforms? Depends wha part of human society our survivors are from.

Technos - All techno clothing should be form-fitting and revealing, with elements such as corsets, hip-huggers, cutouts, bare midriffs, straps, and chains. Footwear would be slippers or platform shoes. Common materials would be spandex, latex, vinyl, and assorted plastics. Colors would include black, neons, glow-in-the-dark, metallics, and printed textures such as band logos and animal print.

Magicals - In strong contrast to the technos, magical clothing should be flowing and not too revealing, with elements such as large stitches, embroidered borders, knots, bows, lacings, and sashes. Footwear would be suede boots or tabi and sandals. Materials would be heavy linen/cotton, suede, and wool. Colors would be 'country' colors such as white, grays, browns, greens, blues, pink, lavender, and wheat. Borders would be heraldic patterns (e.g. rayonny, engrailed, invected) or celtic knotwork.

I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.

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That sounds good for Kitten and Follow (regarding combat)!

And I agree with the clothing except for one thing - on the Magicals, they seem a little heavy on the lace... Could you maybe sketch something for how you see them?
gsgraham.comSo, no, zebras are not causing hurricanes.
Quote: Original post by Avatar God
That sounds good for Kitten and Follow (regarding combat)!

And I agree with the clothing except for one thing - on the Magicals, they seem a little heavy on the lace... Could you maybe sketch something for how you see them?


Lace??? I didn't say lace, the stuff with lots of holes in it, I said lacings, like shoelaces only holding your clothes together, lol. Anyway, yeah, I was thinking of doing some clothing sketches this week coming up if nobody objected to the types of clothing I described. Hopefully my clothing concept art will get a more positive reception than my attempts at characers have - usually everybody likes my clothing designs. :)


Edit: Here some examples of clothing I've previously designed that are smilar to what I would do for the magicals:
Example 1 (ignore the veil)
Example 2 (This is an example of heraldic edging)
Example 3 (The ermine coat is probably a little much...)
Example 4
Example 5
Example 6 (not the corset)
Example 7 (old drawing,please ignore the ugly model o.O )
Example 8
Example 9

[Edited by - sunandshadow on November 28, 2004 8:45:01 PM]

I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.

6-10 don't seem to go anwhere... but I'm glad you didn't mean lace, that had me worried. I *really* like the second one, and 4/5 are good too. Heck, they're all good.
gsgraham.comSo, no, zebras are not causing hurricanes.
Is anybody else here? Like, Estok, 5MG, or onyx?
gsgraham.comSo, no, zebras are not causing hurricanes.
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For the second half of the links to work you have to belong to my yahoogroup.

I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.

I was not here, I flew away for thanksgiving.

Another estokish question:

In your view, how long is the interactive part of the relation with the RNPC (Not including the telescoped endigns or the like)? What is the time distribution?

This question won't make any sense by itself here is what I mean:

In a high school dating game that starts at the beginning of the senior school year and ends with the prom night, the 'interactive part' of the relationship lasts an academic year (game year) Let's call this the game duration. In this case, we can imagine that if the game let the player play the whole year, the begining and middle of the year would be mostly conditioning and preparing (such as focusing on studying, sport events, earning money, etc...) In terms of the proportion between the game time and the play time, the later part of the year gets more attention. For example, a typical week during mid school year takes the player 5 minutes to play, while the week before the prom night takes 7 hours to play.

In general, the time proportion is more or less the same for any game, usually expanded around the climax. The main question here is, 'how long is the game duration?'


If you have a clear idea what I am talking about, have you ever thought of doing something different about this game duration? What have you considered and what have you rejected?
Quote: Original post by sunandshadow
Magicals - In strong contrast to the technos, magical clothing should be flowing and not too revealing, with elements such as large stitches, embroidered borders, knots, bows, lacings, and sashes. Footwear would be suede boots or tabi and sandals. Materials would be heavy linen/cotton, suede, and wool. Colors would be 'country' colors such as white, grays, browns, greens, blues, pink, lavender, and wheat. Borders would be heraldic patterns (e.g. rayonny, engrailed, invected) or celtic knotwork.
I have a different view on the clothings of the Magicals (I have different views on other clothings too but I will just talk about magicals right now.)

The clothings of the magicals should highlight the sense of tradition and heritage. To do this I supposed they should wear charms, runes (clothing printed with runes and seals), a lot of decorations, braclets, necklaces, jeweleries, hand bands, ankle bracelets, bells, rings, etc... Each decoration has a traditional meaning. An additional idea is of wearing live animals. For example, a small squirrel/cat type animal can wrap around its owner's wrist (with its tiny claws and a big tail and ears) to forma a bracelet.

When a magical meets someone new, they exchange ornaments as a form of showing friendship. The ornaments have magical properties. For special events or clan events there are specific clothings they have to wear.

In terms of being revealing I think the Magicals can actually reveal quite a lot of skin. Because of their philosophy, they should in fact highlight, instead of conceal, the physical differentces between male and female. I think in general they should look graceful, charmed, natural and a little wild..
Quote: Original post by Estok
Quote: Original post by sunandshadow
Magicals - In strong contrast to the technos, magical clothing should be flowing and not too revealing, with elements such as large stitches, embroidered borders, knots, bows, lacings, and sashes. Footwear would be suede boots or tabi and sandals. Materials would be heavy linen/cotton, suede, and wool. Colors would be 'country' colors such as white, grays, browns, greens, blues, pink, lavender, and wheat. Borders would be heraldic patterns (e.g. rayonny, engrailed, invected) or celtic knotwork.
I have a different view on the clothings of the Magicals (I have different views on other clothings too but I will just talk about magicals right now.)

The clothings of the magicals should highlight the sense of tradition and heritage. To do this I supposed they should wear charms, runes (clothing printed with runes and seals), a lot of decorations, braclets, necklaces, jeweleries, hand bands, ankle bracelets, bells, rings, etc... Each decoration has a traditional meaning. An additional idea is of wearing live animals. For example, a small squirrel/cat type animal can wrap around its owner's wrist (with its tiny claws and a big tail and ears) to forma a bracelet.

When a magical meets someone new, they exchange ornaments as a form of showing friendship. The ornaments have magical properties. For special events or clan events there are specific clothings they have to wear.

In terms of being revealing I think the Magicals can actually reveal quite a lot of skin. Because of their philosophy, they should in fact highlight, instead of conceal, the physical differentces between male and female. I think in general they should look graceful, charmed, natural and a little wild..


Hmm, interesting. I still don't think they would reveal too much skin because part of their tradition is that sex is very private and women ought to be pure and beautiful and untouchable except by their husbands - they woud think a woman wearing a very revealing outfit would be not showng respect for her own body or the respectablity of her family and disrupting society by stirring men to be jealous and fight over her. But I love runes and seals, and they go well with the embroidered/heraldic cut borders I was suggesting.

Lots of bracelets and jwelry, hmm... I don't want the magicals to look like bohemians, hippies, gypsies... the Magicals have a more formal culture than that, they would keep themselves clean and definitely not wear dreadlocks, although carefully braided and beaded cornrows might be okay, along with french braids, pulling the hair back at the temples to make a crown, chinese harstyles, and that sort of thing. I can see women wearing gemmed pins, fluttering butterfly or flower deorations, ribbons, and beads in their hair, or maybe jewelled woven nets over their hair. Certainly female could wear a pair of earrings and a matching necklace, but woudn't it be more in character with the punk/raver-like technos to wear lots of percings, necklaces, and bracelets? Maybe you'd better tell me what you are thinking of for all the races, since whatever compromise we come to will have to be balanced between the races.

I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.

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