Cover-Up Storyline Project!!!
Ok guys I hope that this all turns out good. I got 1 guy from this site working with me on this story and we are planning on completing it! I think we could use a couple more people to help create the story though. The game will be played as a FPS (First Person Shooter) and you will be 1 playable character. A legendary master is a idea that I would describe the character. Has everything that he needs to survive and is good in everything that he does dealing with combat. So far we was thinking about the main character stoping a weapon of mass destruction but that could change most likely because we see that in a lot of games today. For example Halo and Halo 2 for Microsoft Xbox. Well right now I think we could use at least 1-3 more people for this amazing story to help bring something to life. A story keeping people on the edge of their seats waiting to see what happens next over and over again. If you think you have amazing ideas that would help possibly bring this idea realism please contact me with a brief discription summary of the game possiblity and other thoughts you have. My email is xirocx@gmail.com and that is also my email for MSN Messenger. Please also if you have any ideas for this story do post them. If your post is your own work they shall be yours and will not be copied in anyway unless permission is granted. Let the project begin and stay tuned for updates of our storyline.
PS: If anyone would like to help with a website to hose all of our information about the story/game please post or email me. I think that it would be great that we had one for all of our supporters and public pals when they want to see more detailed information of the site. Thanks again!
[Edited by - Spartan 151 on March 17, 2005 11:45:58 PM]
Hmm... If your character starts out as a legendary master, what kind of personal growth is left for him to go through during the story? 'Perfect' characters generally make for boring stories; a character who has flaws and things they still need to learn is more interesting.
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 did some fantastic work. The story will be played as 1 character and I have a really good backround of him. I wont be announcing his real namebecause its going to be a secrete but I havent thought of his codename. If anyone has some ideas please do let me know. But anyway here is a sample of his backround. Character was born and raised till the age of 5 in Hinsen , Alaska. Father abandoned him at the age of 5 due to a chemicle spill incident in Hinsen and never fount his body. The Character also became a G.I. Specialists also known as a Blitz ( Made-up word.) and trained in Close Combat and Ranged Combat with weapons. And the Jinju (Made-up word) Melee Art. So far thats all I have for his backround but there is more to come you can count on that. But if anyone has any ideas do please let me know. And if you like these ideas that I created for a backround please do leave your oppinion about it. Thanks again guys. You are the best!!!
It really doesn't sound like you have anything thusfar.
The background information on him is above and beyond cliche. It's almost more of a parody of a parody of a FPS.
Don't attempt to create a character that is everything (as already mentioned, masters don't grow). Pick one idea that your character will represent. Think mythologically. Is your character a "savior" (Jesus Christ), a "redeemer" (Siddhartha Gautama of the Sakyas, aka Buddha), a "war hero" (Odysseus from Homer's "The Odyssey"), or even slightly less efficacious in worldy terms? Perhaps he is a man consumed with vengeance for some act. Perhaps he is "just a man" compelled to do something above and beyond that which could be expected from "just a man". A good start for many game characters is to find an idea like one mentioned above that your character will symbolize.
Then take a look at Joseph Campbell's "journey of the hero" (better yet, read his book "The Hero With a Thousand Faces") and begins developing a character from there.
If you want it to be even more meaningful (for you to write), try to narrow down the character traits that you most admire and begin there.
The background information on him is above and beyond cliche. It's almost more of a parody of a parody of a FPS.
Don't attempt to create a character that is everything (as already mentioned, masters don't grow). Pick one idea that your character will represent. Think mythologically. Is your character a "savior" (Jesus Christ), a "redeemer" (Siddhartha Gautama of the Sakyas, aka Buddha), a "war hero" (Odysseus from Homer's "The Odyssey"), or even slightly less efficacious in worldy terms? Perhaps he is a man consumed with vengeance for some act. Perhaps he is "just a man" compelled to do something above and beyond that which could be expected from "just a man". A good start for many game characters is to find an idea like one mentioned above that your character will symbolize.
Then take a look at Joseph Campbell's "journey of the hero" (better yet, read his book "The Hero With a Thousand Faces") and begins developing a character from there.
If you want it to be even more meaningful (for you to write), try to narrow down the character traits that you most admire and begin there.
______________________________________________The title of "Maxis Game Designer" is an oxymoron.Electronic Arts: High Production Values, Low Content Values.EA makes high-definition crap.
Quote: Original post by sunandshadow
Hmm... If your character starts out as a legendary master, what kind of personal growth is left for him to go through during the story? 'Perfect' characters generally make for boring stories; a character who has flaws and things they still need to learn is more interesting.
@sunandshadow - While far from obtainable by this author, wouldn't it be intresting to kind of 'play backwards'? Think of something like the movie Memento. You have this character that is some legendary master, and you start out with all the neat skills and whatever. As the game progresses, you lost skills as you gain your experience. It's not that the game will get easier as your skill lowers, you will have to be more strategic and such - but that is a bit apart from the writing side. I think I've read of this concept before somewhere, that's the only reason I am bringing it up [smile].
I think his comment (which is how I read it) was under the assumption that the character was going to stay the same or get better over the course of the game.
______________________________________________The title of "Maxis Game Designer" is an oxymoron.Electronic Arts: High Production Values, Low Content Values.EA makes high-definition crap.
Quote: Original post by dgaf
I think his comment (which is how I read it) was under the assumption that the character was going to stay the same or get better over the course of the game.
Oh, yes, that's how I read it as well. That's why I tried to direct by post to S&S as something 'intresting' if she has not ever heard of something like that before [smile]
Quote: While far from obtainable by this author, wouldn't it be intresting to kind of 'play backwards'? Think of something like the movieThis is an interesting implementation, it works well with multi-plot stories with non-static past. That is, depending on how you play, a different past will be revealed which alters the way you interpret what is actually going on in the 'present'.
I think that what s/s said was just a general statement. It is rather obvious that you can tell a great story using static charactres. The level of discovery does not need to be at the level of the character, it can be at the player level. For example mystery stories can feature static characters, but the overall story is still interesting.
However s/s's generalization that a 'legendary master' is a 'perfect' character is unsound. On the other hand, there is nothing wrong featuring a 'perfect' character, just look at what happens if you put jesus in rome, won't that make a great story?
If you don't take jesus, just take mickey mouse and put him in any situations. It is not alway the character that determines the story, but also the combination of it and the situations.
[Edited by - Estok on March 16, 2005 1:27:46 AM]
March 16, 2005 10:24 AM
I like the Idea of a reversal evolution of your character. Imagine that you are playing all the situations which brought you to the position you start the game at? Imagine you actually start the game with the fight with the ultimate villain and all your supermoves, if it was a RPG. You would end up killing him in no time. Then you start playing a sequence in which you have to make your way through a load of subserviants called moochas, I think. (take a look at a Pen-&-paper RPG called Feng-Shui, it DOES give some nice ideas...) And you work your way backwards for your skills.
Has anyone ever played a game named Tales of Symphonia, on Gamecube? the special moves for each character are ranked as level 1, 2 and 3 special moves, and gained after achieving a certain number of special moves of inferior levels. Now imagine what it would be if you had to work your way backwards, starting the game KNOWING you have made so many of these moves to get where you are, but can't remember where or when? You DO know that you already have done, say, 13 level 3 special combos, but don't know when you did them? What if you used them unexpectedly on moochas, and finaly went on your backwards journey to find that you had encountered a very difficult semi-boss just before? Who would have probably ben a lot easier to beat if you actually had not blasted those moochas with the level 3 moves, but him instead? Which means that the moochas should have been killed with something else...
A sort of reversal engineering puzzle, within a RPG of some sort..
Wouldn't that be fun? Ever wondered what it would be like to play Devil May Cry backwards? Here is your chance...
Faithfully Yours,
Nicolas FOURNIALS
Has anyone ever played a game named Tales of Symphonia, on Gamecube? the special moves for each character are ranked as level 1, 2 and 3 special moves, and gained after achieving a certain number of special moves of inferior levels. Now imagine what it would be if you had to work your way backwards, starting the game KNOWING you have made so many of these moves to get where you are, but can't remember where or when? You DO know that you already have done, say, 13 level 3 special combos, but don't know when you did them? What if you used them unexpectedly on moochas, and finaly went on your backwards journey to find that you had encountered a very difficult semi-boss just before? Who would have probably ben a lot easier to beat if you actually had not blasted those moochas with the level 3 moves, but him instead? Which means that the moochas should have been killed with something else...
A sort of reversal engineering puzzle, within a RPG of some sort..
Wouldn't that be fun? Ever wondered what it would be like to play Devil May Cry backwards? Here is your chance...
Faithfully Yours,
Nicolas FOURNIALS
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