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your setting preferences: classic or original?

Started by November 18, 2007 05:10 PM
5 comments, last by FartherThanLife 16 years, 11 months ago
Setting is something I think about a lot before I think of anything else regarding a story, and I often find myself either expanding upon a setting I've developed, or creating new ones, trying to introduce elements that give a stark contrast to the common game settings (eg. orcs'n'elves, laserblasting-space-galore, WWII Nazi-hunting, and "good" ole' patriotic games that involve going to the Middle East, and killing any Muslim you come across) However, I also often ask myself whether these somewhat original settings realistically are an improvement in any way shape or form. Do people prefer to see creative work within settings they are familiar with, or is a break in setting a welcome addition? Furthermore I would also like to know if there are any settings that you think don't seem to get enough attention, and definitely deserve a bit more time in the limelight. To start that off, I don't see as much steampunk as I'd like to, since I personally find it to be a very interesting setting, with a lot of potential for individuality within the setting, unlike most things fantasy, where the staple is evil human eating orcs, good poncy nature loving elves, and dragons with treasure hoards that make the dwarf king's treasury seem barren.
You're asking the wrong questions. Your setting should serve your themes and goals. If the setting that serves your themes and goals is tried and true, or if it's original, it won't matter, because it will be effective and authentic to your particular story.
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Quote:
Your setting should serve your themes and goals. If the setting that serves your themes and goals is tried and true, or if it's original, it won't matter, because it will be effective and authentic to your particular story.


There's definitely a fundamental truth in what you say here, however I believe that any number of settings suit a given theme/tone combination and whatever your goals may be.

And again, here the question of original vs. classic presents itself, for certain settings will strongly suit and promote certain themes, with the setting already having certain expectations of it, yet it may also restrict you.

In Fantasy we have come to expect some epic battle, with a clash of titanic forces, and traditionally good vs. evil. If on the other hand we look at a modern gothic setting, we expect a much more personal and grim conflict, with characters often more morally ambiguous, and a paradoxical sense of isolation within a highly populated area.

On the other hand if we create a new setting, or use a relatively unknown one, we have a lot more freedom, where we will not be continuously compared to the more popular works within the setting or genre. This grants us much more control of how we express our themes and ideas, though they will not see an often much welcome bolstering from expectations of the setting.

So, again there are both advantages and disadvantages to expressing your themes and ideas in an original or classic setting, and I'm personally finding it rather difficult to decide whether one outweighs the other so I'd really like to hear what others think of this.
Original for sure. I've played my share of WWII games thank you.
I think it isn't the setting itself that's important, but how you use it.

When choosing for a classical setting, then the task of the designer is to make it original, refreshing, exciting, surprising. Maybe it's the dragons that are virtuous, and the knights are evil. Maybe it's the courageous princess who saves the warrior-in-training. Take the classical and put a little spin on it. As long as it's not too much, because if everything is inverted it will stop surprising the player quite quickly. ^_^

If you choose to go for an original setting, it's more of a task to make the original and crazy seem familiar to the player. If someone can't relate to the setting in any way, they will probably not feel very "in control", as things won't make sense. For example, if it's set on an alien planet were everyone is an alien, and even the PC is an alien, everyone speaks an alien language - then how will the player ever figure out that by rubbing his left nipple he can let out a deadly fart from his 10th tentacle? Do you put the player through a 2 hour tutorial to learn all the bodily functions of his alien and another 2 hour lecture on how to speak alien? Rather than that, maybe it's better to make the setting slightly more "logical".

That's what I think anyway. ^_^

Solaria
I think it depends heavily on the genre and general type of game we're talking about.

If we're talking about a detailed, complex strategy game for example, it would help that the player knows that Elves (or their obvious equivalent) would naturally be stealthy and expert archers, instead of having to dig his head into heaps of numbers and statistics to find out they actually prefer necromancy magic and raising dead enemies. In a RPG, it should be apparent which are the key abilities for which races when creating a character - Elves will need dexterity, Dwarves won't. If you have a race called Zakhans with some weird, alien-like features, an average player will need to dig through a lot of information to find out what sort of character exactly can one develop as a Zakhan.

In you combine complex mechanics with the world, creatures and abilities a player never heard about, having to do something that makes sense only to those familiar with the setting - it's just too much of a mess. It is doable and possible to pull it off nicely, but the game would come much more naturally in a setting an average player is already familiar with.

On the other hand, I think adventure games and shooters are much more tollerant toward original settings, as you get the chance to slowly introduce the setting to the player through plot and narration that the player can pay attention to when he's comfortable with and used to the gameplay style.
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I just read through the other posts on this topic and I think that some of you are, no offense, looking into this too deeply. This is about setting, not sneaky elves, or left nipples, or anything like that.

firemonk3y, I come up with stories in the same way. Thinking through the world before narrowing down to the player. And I completely agree, there are way Way WAY too many games with the exact same setting. That's one reason why I don't play MMOs or many high fantasy (Final Fantasy) games. They are a different man in the same clothes.

Steampunk is something I've always thought about. I love the idea. A primitive look at future technology, or a look back at when it was just starting. Also the fact the steam power is awesome.

I'd like to see some games in a Gothic or even Neo-Gothic setting.

Also, something in a futuristic world like Jet Set Radio Future.

And I don't know why, but mountains have always stood out for me. I love the feeling being alone out on a mountain. There aren't enough games that hold true to that.

Oh well, maybe someday.
_____________________________A wise man once said, 'The mind is the greatest tool in the world. If used correctly, it can cripple armies, maim giants, and overthrow kings'. And then Deep Blue beat him at chess.

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