A sitcom or anime with cavemen might be awesome for me.
Oh, you would have loved the first version! when you didn't take care of your caveman, they'd bitch at you (you the player). they'd look at the camera, stamp their feet, shake their fists, spew caveman gibberish, and have a little temper tantrum. whenever anything went wrong they'd bitch. basically its was a message routine, like an OK dialog box. but when the message was bad, the code would use something like bitchani("No more food!"); and you'd get this little temper tantrum from your avatar cause they ate all their berries. i do plan to keep the bitchani(). but none of the canned animations are in yet. for now, when you do an action for example, it just displays a message saying what your're doing, and your progress, and shows the world in the background. when you speed up the simulation to complete an action, you see the world go by in time-lapse photography, like HG wells in his time machine.
>>But, it really depends what kind of story you personally want to tell. It's really hard (and a bad idea) to write a story of a type you don't love. If you truly want to write a story that is a hero's journey type, then that's what you need to look at examples of.
well, like i said, right now its more or less a blank canvas. so it seemed to me the logical thing to do was to add one or more optional storylines to pursue. its a valiid gameplay feature for the game type, and can be done without breaking the realism, believability, and paleo-setting of the game.
but as for what story to tell? absolutely no idea. thats pretty sad isn't it? for 10 years i was the DM who's world everyone wanted to play in, and now i have words, and no stories to tell.
I could probably use a little help here with terminology. i never was good at keeping things like plot, theme, motif, etc straight. and thinking of examples for things like "action" (probably cause i don't get into action flicks too much. when i want action, i watch war movies. cops and robbers is child's play compared to war.).
low fantasy - whats that ?
adventure - rambo eh?
comendy - can be hard to write. but i used to be the class clown, so i might have a fighting chance.
romance - i need to get the romance and mating modeling in there. but i dont want it to be contrived like the Sims. i'll probably need to start a new topic for that design.
sitcom - situation based comedy - the nerdy artist and the he-man warrior as odd couple band members for example.
thats a really good qustion, what stories do i want to tell?
well, given that the inspriattion for the game was "wouldn't it be cool if there was a game where you could make a stone knife and take on a saber tooth tiger?",
i'd have to say that i didn't set out to tell any story at all. i guess i set out to build a simulator where you could make stone age tools and hunt stone age animals.
so now i have this really neat simulator of an entire paleo-continent. but story-wise its a blank canvas.
actually i've always been pretty good at story telling, so i guess my natural response (feeling bad and bold and all that) would be, "well, what kind of story would you like to hear?"
seems to me that one answer that should be included is "high-fantasy". its practially de-regeur. done to death, probably, but still expected.
to that i take it you would add comedy. romance, and action. and combos thereof too i assume.
what stories do i want to tell?
jeez, man, now i really gotta think!
you're the writer, what do you do when you sit down at the typewriter, staring at that blank page that says "Chapter 1", and nothing happens ?
i suppose you dont sit down to the typewriter til you have something to say, eh?
so whats your process for coming up with something to say? or is more like music where ideas just pop into your head?
when writing music, there's two approaches:
1. you get an idea, and develop it. this is how its usually done.
2. targeted composition, where you set out to write a specific type of song, such as rap, country, rock, metal, ethereal, etc. this is common for jingles and other music written for hire. or to stretch your writing capabilities in new directions.
Apologies for the delay. Ha, yes an angry stomping caveman complaining about a lack of food would have amused me. I like your sitcom example too. You could have a spoiled chieftan's child, and a strutting jock who is the best hunter, and someone who is a total clutz, and the friendly flirty person who adores the opposite sex and couldn't be monogamous to save their life, and a spacey half-senile old person, and someone who has an obsession with collecting shiny things, and a wise kindly grandparent, and a dissatisfied greasy teen who can't stand being subordinate to someone older, and the bored person with a sadistic sense of humor who causes misunderstandings and pranks... Half the reason Sims bores me is that the characters don't have clear, consistent personalities.
Low fantasy is stories that include magic (usually) but are not all about war, serious politics, or saving the world. The Jim Henson movie Labyrinth is low fantasy; My Little Pony is low fantasy; most Piers Anthony is low fantasy, as is the fantasy portion of Alan Dean Foster's work, and many of the more comical superhero stories and stories about magical schools are low fantasy. In tabletop land low fantasy would include things like BESM and Cute & Fuzzy Cockfighting Seizure Monsters, though those are intended to be flexibly usable for science fiction as well. But, if you don't want to have magic in your world that kind of rules out both low and high fantasy as options.
You could theoretically find some 'players' to tell you what stories they would like to be told in your game. I expect they would ask for less realistic stories than you want to tell though; either fantasy or stories where the player gets to invent everything from fire and farming to pottery and architecture. That's kind of what we've been trained to expect from prehistoric stories.
As far as how I personally come up with story ideas, did you see my brainstorming map thingy in the writing forum? That map is new but it represents my self-knowledge of my interests and subjects I like stories about. Most of my story concepts emerge from that, usually by combining two or three elements. I have recurrent themes: mainly prejudice, founding something new, and changing one's appearance or shape to influence a situation. I have only one story set as far back in history as you are talking about (and it's pr0n) but it has those same themes: someone weird-looking is born into the tribe, gets treated badly due to prejudice, a love interest shows up from another tribe, together they found a new tribe of misfits rescued from various places, and the new tribe seems to be developing a new philosophy/cult. I have a second story set at the time when farming and towns are just starting to take over from the hunter-gatherer lifestyle, and that one also has similar themes: there has been ongoing racial conflict from the town of blond-haired people who hunt big plains animals as a group and cultivate fruit trees, and the tribe of black-haired lone-hunters who live in the forest nearby. There are half a dozen major characters of both races, including one halfblood and one outcast among his own tribe. They all have their own personal concerns, mostly romantic, but by the end of the story the two people have found a more cooperative way to live together and started to integrate, both in terms of interbreeding and in terms of their economies and governments starting to merge. I really haven't found any way to adapt this kind of story to a sandboxy nonlinear game, though it can work as a more linear/branching story for a sim, RPG, or adventure game.
BTW I enjoyed that comment about me being the yin to most people's yang around here.