COMING UP WITH A STORY AS YOU GO

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Is it possible to create a game without a story


Setting is part of the "story" so a setting could be itself I guess.
Or make casual games like Bejeweled ahuuahuahuah
I have a set point A to point B. I know what my characters want, what is their overall goal, but most of my writing is at times, spontaneous. I never think too hard about what I'm going to put in a chapter, as long as everything fits together like a jigsaw puzzle in the end. No loopholes, plot-holes ot tag-along characters. Everyone has a purpose, at least to some extent. That's why I do chapter by chapter releases.
Making most of the stuff along the way is exactly what I'm doing now. I just have a Point A and Point B and a general idea of everything in between. So far it's working out but also my games story is simple and not all that long (probably). Also so far I've doing pretty good at keeping my ideas in order for what I'm planning to have in my game in my head. I change things as needed based on new stuff I added in or any plot holes I come up with. Hm... maybe I'm got stuff more planned out then what I thought....

Granted I'm also not close to even being halfway done so I might end up running into problems in the future. If I do then I'm sure I'll figure something out.

Nightowl
Remember when I actually used to make games? Me neither.
1577
I don't usually preplan the story much, other than the intro but that's that. So I usually just come up with something as I go or in emergency, use a manatee story.
Max McGee
with sorrow down past the fence
9159
Pretty much every game I made I did this way.
Yes, i do.

Example:
"My owner was kidnapped! I need to talk to the princess who convienently knows how to speak to animals! Ok, she's also an oracle. Huh. Oh, hehy, cat, move over from the steps. What, i have to fetch something for you? Get it yourself!
*death threats*
Ok, ok, i'll get your treats. Hey, mean dog, don't take those treats! *epic battle ensures* NO, THE TREATS! Guess i'll have to explain.....oo, a well! I'll fall into it! *falls into it* In it is a....slime? *Slime joins the party*. Um, cool? Now to go talk to that cat again!

etc,etc. As you can see, i'm making it up seemingly in a few minutes....(The sad part is, this is part of the plot for one of my games!)
I started like this but you throw away a lot of potential like this if you don't want to go back again later and adjust specific details, e.g. for foreshadowing. Sometimes coming up with things as you go can induce plotholes, when you navigated yourself into an impasse. BUT i think it's more important to write your current story down, wether you figure it out as you go, or if you already wrote it.
I'm not really able to do that, because even if I start without a planned story, once I started making the first areas, the rest of the story will already begin being built in the back of my head.

That being said, I often end up planning my games beforehand with so much detail that I can easily create more than one game with what I've planned. For example I often end up planning what happened before and what might happen after the game, that way if I ever decide to make a prequel, it will fit perfectly and events of the prequel would already be mentioned in the original game.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
author=Julev
I'm not really able to do that, because even if I start without a planned story, once I started making the first areas, the rest of the story will already begin being built in the back of my head.


Oh, this is so true. It starts to take on a life of its own really quickly. If you don't change your plans after the first or second dungeon to account for what the game is turning into, you'll feel torn the whole time you're making it and possibly end up with a game trying to be two different things at once. Somewhere around the middle of my first dungeon my game's technological level jumped forward about 80 years, somewhere shortly after the end of the first dungeon it changed from high fantasy to being set in a fictional nation that just broke off of the soviet union, somewhere around the middle of the second dungeon it lost the equipment system and gained a lot of nonlinearity. I didn't fight my urges or try to include the new ideas alongside the old ones, I just rewrote my plans and made the game fit with how I had now decided I wanted it.
I'm not gonna knock making up a story as you go. I've done it, we've all done it. But if you want your game to have a killer story, you've gotta know you're not gonna get one that way. You know 999: 9 Hours, 9 Persons, 9 Doors wasn't written that way.
Max McGee
with sorrow down past the fence
9159
For whatever it's worth, some of my games most famously and thoroughly praised for their stories have had stories that were by and large made up and written into the editor as I went along. I won't say that I didn't plan at all, but the planning I did was almost entirely in my head, and was almost entirely day-dreaming at work and school while I was unable to actually work on the game.
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