HOW SOON DO YOU HAVE TO REVEAL THE MAIN ANTAGONIST?
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How soon do you have to reveal the main antagonist?
A while ago, I asked if anyone would be willing to read and critique the story I had written. Blitzen answered the call, and through his reading, he felt that I needed to introduce the antagonist at the beginning of the story.
Right or wrong for my particular story, I don't know. But his comment certainly got me thinking: how soon do you introduce the player to the antagonist? In what instances is it all right to delay that?
I'm interested in hearing from those of you that have written stories out for your games. Do you introduce mini-bosses early on in the story before the big bad guy? Can those mini-bosses serve as a proxy for the main antagonist?
For my particular story, the player's party is initially weak and non-threatening. Given their insignificance early on, they would never appear on the antagonist's radar, and their location doesn't put them in proximity of the "big bad guy". Does anyone else have experience with something similar? How did you write that? Do you felt your story suffered for it?
If my sequencing is off, I will fix it. I would just like to hear others' thoughts on when it's inappropriate to reveal an antagonist.
Thanks!
A while ago, I asked if anyone would be willing to read and critique the story I had written. Blitzen answered the call, and through his reading, he felt that I needed to introduce the antagonist at the beginning of the story.
Right or wrong for my particular story, I don't know. But his comment certainly got me thinking: how soon do you introduce the player to the antagonist? In what instances is it all right to delay that?
I'm interested in hearing from those of you that have written stories out for your games. Do you introduce mini-bosses early on in the story before the big bad guy? Can those mini-bosses serve as a proxy for the main antagonist?
For my particular story, the player's party is initially weak and non-threatening. Given their insignificance early on, they would never appear on the antagonist's radar, and their location doesn't put them in proximity of the "big bad guy". Does anyone else have experience with something similar? How did you write that? Do you felt your story suffered for it?
If my sequencing is off, I will fix it. I would just like to hear others' thoughts on when it's inappropriate to reveal an antagonist.
Thanks!
I tend to like some stories where the real antagonist has been behind the scenes the whole time, but also giving a clear enemy for the protagonist from the start also has it's benefits?
So basically.. disregard what I'm saying as it's helpful in no way whatsoever.
So basically.. disregard what I'm saying as it's helpful in no way whatsoever.
Heh, I was about to make a thread about this. I think the main antagonist should be revealed at midway through the game. Though that is usually the case, Persona 4 didn't reveal the main boss until the very end. So, it all depends on how good your storytelling is.
Just don't reveal it right from the start :
-Dr. Wily has escaped from jail and you need to stop his evil robots.
-Sigma has released 8 mavericks causing chaos around the world
-You are a chosen hero with amnesia, you must defeat the demon king who is destroying the kingdom.
For my game, I have an interesting antagonist, and I am deciding whether to reveal him right in the beginning, or wait until later. I have a demo coming up and it covers half of the first chapter, so if I reveal him in it, I am worried that it might be too soon. :D
Just don't reveal it right from the start :
-Dr. Wily has escaped from jail and you need to stop his evil robots.
-Sigma has released 8 mavericks causing chaos around the world
-You are a chosen hero with amnesia, you must defeat the demon king who is destroying the kingdom.
For my game, I have an interesting antagonist, and I am deciding whether to reveal him right in the beginning, or wait until later. I have a demo coming up and it covers half of the first chapter, so if I reveal him in it, I am worried that it might be too soon. :D
there's no one right answer. it depends on your story and how you want to tell it. it depends on what kind of game it is.
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
Standard literary theory suggests introducing all the main characters, including the main antagonist, in the first act. Standard RPG theory suggests spreading your protagonists gradually across the first two thirds of the game, but I think the villain should still show up early on.
A game is much longer than a play or TV show, and it's tempting to save the reveal for later. But the player expects to see, at the beginning of the game, a hook telling him why he should play this game. If that hook is a lie, the player feels betrayed. Though by a lie, I don't just mean a plot twist - I mean that the key motivation for playing the game, the core of your game's goal, was misrepresented. You can say that one thing is minor and the other is major when in truth it's really the other way around, but if you just completely leave out the whole point of the game for the first half of the game, you're gonna have a shitty first half of your game and a bunch of betrayed-feeling players when that second half hits.
In short, that means you should introduce the player to the villain early if at all possible, but you don't necessarily need to reveal that he is the villain.
For example, let's take a very very typical example of an RPG plot: FF7. FF7 is also a good example because it has multiple left-field twists, and because it changes the main villain of the game on you twice - once from the old President Shinra to Rufus at the end of Midgar, and again from Rufus to Sephiroth in the Northern Crater. And yet FF7 has Sephiroth appear - and it's a big appearance - at the end of Midgar, about 25% of the way through the game. You just don't know he's the main villain yet.
This seems like a good way to do it if you want a plot twist main villain. Your evil empire can appear to be the main villain at first and then later get destroyed by demons, but make sure the demons are introduced to the player before that. Your evil usurper viceroy can kill the evil emperor and take his place, but a random dude we've never seen before cannot do so.
Wild ARMs 3 is an example of doing it wrong. 30% of the way through the game, the main villain is revealed. 80% of the way through the game, you kill that guy. And someone else, who you've never seen before, shows up and replaces him. Because you've never seen this person before and it's completely out of left field, this makes it feel like it's a brand new conflict instead of the conclusion of the previous conflict. Instead of feeling like you uncovered the truth, you feel like you should be done with the game.
Meanwhile, Zelda: Skyward Sword doesn't have the main villain appear until part 4 of the final battle. You have heard his name, and you have fought, uh... a giant black blob that is composed of his soul's essence or something? But as a person, he does not appear until the final stage of the final battle. This is different from FF9's stupidity, though, in that this isn't a plot twist. You've know for the entire game exactly who you were fighting. You just spend the entire game trying to keep him sealed, and only at the end do you (predictably) fail. It's not my favorite method, but I think it kinda works. But I'd have preferred if you were trying to keep a power sealed instead of a person, and in the end that power took control of someone who was already part of the story. As it stands, the main villain is essentially not a character. For all intents and purposes, he's just a force, a name, a macguffin. So I felt no hatred for him in the final battle. I only felt hatred for his leiutenant (and for Groose).
You gotta have the big villain do stuff. Not just threaten to do stuff, and not just be revealed to have been secretly responsible all along for stuff. He's gotta personally piss the player off.
I have the main villains appear in the flashback prologue in my mediocre old RM2K3 game, and then again briefly (in a mysterious and ominous scene that provides no useful information) at the end of the second dungeon. After that it's a long time before you see them again - half the game. But the hook is there. And once they do appear, I try (perhaps unsuccessfully) to make them show up enough times that the player can get to know them and start to really hate them. (Though... it could also be argued that the main protagonist is the main villain in that game.)
A game is much longer than a play or TV show, and it's tempting to save the reveal for later. But the player expects to see, at the beginning of the game, a hook telling him why he should play this game. If that hook is a lie, the player feels betrayed. Though by a lie, I don't just mean a plot twist - I mean that the key motivation for playing the game, the core of your game's goal, was misrepresented. You can say that one thing is minor and the other is major when in truth it's really the other way around, but if you just completely leave out the whole point of the game for the first half of the game, you're gonna have a shitty first half of your game and a bunch of betrayed-feeling players when that second half hits.
In short, that means you should introduce the player to the villain early if at all possible, but you don't necessarily need to reveal that he is the villain.
For example, let's take a very very typical example of an RPG plot: FF7. FF7 is also a good example because it has multiple left-field twists, and because it changes the main villain of the game on you twice - once from the old President Shinra to Rufus at the end of Midgar, and again from Rufus to Sephiroth in the Northern Crater. And yet FF7 has Sephiroth appear - and it's a big appearance - at the end of Midgar, about 25% of the way through the game. You just don't know he's the main villain yet.
This seems like a good way to do it if you want a plot twist main villain. Your evil empire can appear to be the main villain at first and then later get destroyed by demons, but make sure the demons are introduced to the player before that. Your evil usurper viceroy can kill the evil emperor and take his place, but a random dude we've never seen before cannot do so.
Wild ARMs 3 is an example of doing it wrong. 30% of the way through the game, the main villain is revealed. 80% of the way through the game, you kill that guy. And someone else, who you've never seen before, shows up and replaces him. Because you've never seen this person before and it's completely out of left field, this makes it feel like it's a brand new conflict instead of the conclusion of the previous conflict. Instead of feeling like you uncovered the truth, you feel like you should be done with the game.
Meanwhile, Zelda: Skyward Sword doesn't have the main villain appear until part 4 of the final battle. You have heard his name, and you have fought, uh... a giant black blob that is composed of his soul's essence or something? But as a person, he does not appear until the final stage of the final battle. This is different from FF9's stupidity, though, in that this isn't a plot twist. You've know for the entire game exactly who you were fighting. You just spend the entire game trying to keep him sealed, and only at the end do you (predictably) fail. It's not my favorite method, but I think it kinda works. But I'd have preferred if you were trying to keep a power sealed instead of a person, and in the end that power took control of someone who was already part of the story. As it stands, the main villain is essentially not a character. For all intents and purposes, he's just a force, a name, a macguffin. So I felt no hatred for him in the final battle. I only felt hatred for his leiutenant (and for Groose).
You gotta have the big villain do stuff. Not just threaten to do stuff, and not just be revealed to have been secretly responsible all along for stuff. He's gotta personally piss the player off.
I have the main villains appear in the flashback prologue in my mediocre old RM2K3 game, and then again briefly (in a mysterious and ominous scene that provides no useful information) at the end of the second dungeon. After that it's a long time before you see them again - half the game. But the hook is there. And once they do appear, I try (perhaps unsuccessfully) to make them show up enough times that the player can get to know them and start to really hate them. (Though... it could also be argued that the main protagonist is the main villain in that game.)
Early enough time to allow the villain to flesh out is the optimum I think. I mean, giving insight to them and showing how and why they're the biggest threat.
Aside from that I like them to be revealed the later the better. It might just be personal opinion, but I think there are advantages of not revealing them too soon. Aside from the more obvious reason, which is plot twist, I also believe it helps maintain the villains ominous aura.
There's just something about talking of the great deadly feared entity for the 500th time that makes it sound casual. Or having a "Muahahaha! So we meet again!" moment with them for the 50th time that makes them seem like a roommate.
The problem with giving the heroes something to chase though, I don't think the villain needs to be revealed for that. You can have a mysterious crisis going on and the heroes must discover the villain is the root of it or they could be the mysterious leader of some organization.
Aside from that I like them to be revealed the later the better. It might just be personal opinion, but I think there are advantages of not revealing them too soon. Aside from the more obvious reason, which is plot twist, I also believe it helps maintain the villains ominous aura.
There's just something about talking of the great deadly feared entity for the 500th time that makes it sound casual. Or having a "Muahahaha! So we meet again!" moment with them for the 50th time that makes them seem like a roommate.
The problem with giving the heroes something to chase though, I don't think the villain needs to be revealed for that. You can have a mysterious crisis going on and the heroes must discover the villain is the root of it or they could be the mysterious leader of some organization.
I enjoy the idea of the antagonist being there the whole time, but you not knowing they are the antagonist until later. That plot twist always gets me. Have the player develop a falsified relationship or presumption of said character, then have the character rip off their facade with a long speech and a final battle (okay, maybe not THAT late).
I do grow tired of the generic "the-world-is-in-darkness-you-are-the-chosen-one-kill-Ogblargh" storylines where the evil guy is stated and, from the get go, you have a pretty good idea of what is going to happen, why it is happening, and who the culprit is.
I think that having the antagonist appear later is a fairly nice deviation from the norm. Now, there isn't anything wrong with having the same ol' obvious big guy doing big bad things. In that regard, you have to make sure the story has a good amount of meat on it so that it doesn't fall blandly in line with every other game that has been done in that fashion.
As far as games I have written, I have one in development now, and one in the planning stages. But, for the latter, I introduce the main antagonist later on. Actually, I plan on introducing him at the end. But the reason for that is because I have a build up. The object (or my intention) is for you to be on the edge of your seat, hungry to know who this man is, but to also grow to hate this man (whom you nor the player knows), for the evil that he has done. So, by the time you find him, you're more than ready to tie him to a pile of thickets and burn him. For my other project, I introduce the antagonist from the very beginning - Because the antagonist is the main character. The thing is, you don't know that the antagonist is the main character (or so I hope you wouldn't know...)
So yeah, I guess it depends on your story, your execution, and your reasoning behind your method.
I do grow tired of the generic "the-world-is-in-darkness-you-are-the-chosen-one-kill-Ogblargh" storylines where the evil guy is stated and, from the get go, you have a pretty good idea of what is going to happen, why it is happening, and who the culprit is.
I think that having the antagonist appear later is a fairly nice deviation from the norm. Now, there isn't anything wrong with having the same ol' obvious big guy doing big bad things. In that regard, you have to make sure the story has a good amount of meat on it so that it doesn't fall blandly in line with every other game that has been done in that fashion.
As far as games I have written, I have one in development now, and one in the planning stages. But, for the latter, I introduce the main antagonist later on. Actually, I plan on introducing him at the end. But the reason for that is because I have a build up. The object (or my intention) is for you to be on the edge of your seat, hungry to know who this man is, but to also grow to hate this man (whom you nor the player knows), for the evil that he has done. So, by the time you find him, you're more than ready to tie him to a pile of thickets and burn him. For my other project, I introduce the antagonist from the very beginning - Because the antagonist is the main character. The thing is, you don't know that the antagonist is the main character (or so I hope you wouldn't know...)
So yeah, I guess it depends on your story, your execution, and your reasoning behind your method.
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=m4uesviecr
I do grow tired of the generic "the-world-is-in-darkness-you-are-the-chosen-one-kill-Ogblargh" storylines where the evil guy is stated and, from the get go, you have a pretty good idea of what is going to happen, why it is happening, and who the culprit is.
I think that having the antagonist appear later is a fairly nice deviation from the norm.
The problem with this statement is that I cannot recall a single RPG from the PSX onward in which there was no misdirection regarding the identity of the main villain. Like I'm looking through my library of games right now, and... there's not one single one, unless you count dungeon crawlers that have no plot, or games that last only a couple hours. Oh wait, I guess there are Paper Mario and the Mario & Luigi games? I have to count those I guess. OK. And there are probably one or two others if I keep looking. But it's stupidly rare.
There are action and action-adventure games where that's the case though, for certain. They're pretty light on plot and might only have five or six cut scenes in the whole game, so not much time for twists.
But the villain behind the curtain, the evil usurper viceroy, and the demonic power that overthrows its summoner are so ridiculously common in games with actual plots that it's kinda ridiculous. Making a full-length story-driven RPG where the main villain really is the guy introduced at the beginning of the game as the supposed main villain would honestly be a crazy unforeseeable plot twist.
There isn't a right answer to this. Lots of people come here asking for the "right answer" to game design questions when there isn't one.
SPOILERS
There isn't a right answer at all. Movies are all over the map as well. I mean, Dr. No wasn't introduced until an hour and a half into the first bond film. As long as you don't pull a Necron, I think you'll be fine.
Generally speaking, though, I think if you're gonna reveal your main villain past the halfway point, you should at least mention his/her name or actions. Ultimecia's name started getting dropped about halfway through FF8, which helped make her reveal less jarring than that of Yu Yevon or Necron.
There isn't a right answer at all. Movies are all over the map as well. I mean, Dr. No wasn't introduced until an hour and a half into the first bond film. As long as you don't pull a Necron, I think you'll be fine.
Generally speaking, though, I think if you're gonna reveal your main villain past the halfway point, you should at least mention his/her name or actions. Ultimecia's name started getting dropped about halfway through FF8, which helped make her reveal less jarring than that of Yu Yevon or Necron.
It's your game, tell what you think when the big bad comes out of hiding.
Usually, you may get the big bad to come out and play earlier, but you find out he's just controlled by a another big bad, twist.
Usually, you may get the big bad to come out and play earlier, but you find out he's just controlled by a another big bad, twist.
I necessarily don't see the final boss as the main antagonist.
The final boss is the final boss. The main antagonist is the opposing force to the protagonist through the majority of the game.
If the main antagonist IS the final boss, then all is fine.
Take FF9 for example:
Or Skyward Sword:
So it depends on if we're talking about gonna-be-final-boss-guy or I-will-get-in-your-way-guy.
I can admit that a final boss revealed in the last second can be dull, because then the character will not get a chance to be fleshed out much.
So I'd say, when there's enough time left of the game to make him/her/it tied to the story and able to earn that title of 'main antagonist'.
The final boss is the final boss. The main antagonist is the opposing force to the protagonist through the majority of the game.
If the main antagonist IS the final boss, then all is fine.
Take FF9 for example:
Necron is the final boss in FF9, but for me, Kuja is the antagonist through most of the game. He's the one you always feel like you have to stop. Other antagonists appear and disappear through time, but Kuja remains.
Necron shows up at the last second and is all like: "Heh, I'll just take the spotlight for this final moment."
Necron shows up at the last second and is all like: "Heh, I'll just take the spotlight for this final moment."
Or Skyward Sword:
Sure. Demise is the final boss. He makes himself an immediate threat at the last second(and 3 previous times), but Ghirahim is the one getting in your way, trying to revive Demise for real, which you don't want to happen.
So it depends on if we're talking about gonna-be-final-boss-guy or I-will-get-in-your-way-guy.
I can admit that a final boss revealed in the last second can be dull, because then the character will not get a chance to be fleshed out much.
So I'd say, when there's enough time left of the game to make him/her/it tied to the story and able to earn that title of 'main antagonist'.
Aside from the generic answer of "do whatever you want, it's your game," which I happen to agree with...
I will add that it's fairly difficult to make a compelling antagonist with little to no screen time (assuming it's a person and not some kind of otherly being).
I'd recommend that the antagonist's influence is ever present. If it's a person, the antagonist is preferably fully characterized. You probably need ample time in the story to do so. That's the case even if you introduce the main antagonist before the party/gamer realizes that this will be the main antagonist.
Having the main antagonist appear at the end of the narrative is many degrees of lame. Though I do like Zephyr's distinction between main antagonist and final boss.
I will add that it's fairly difficult to make a compelling antagonist with little to no screen time (assuming it's a person and not some kind of otherly being).
I'd recommend that the antagonist's influence is ever present. If it's a person, the antagonist is preferably fully characterized. You probably need ample time in the story to do so. That's the case even if you introduce the main antagonist before the party/gamer realizes that this will be the main antagonist.
Having the main antagonist appear at the end of the narrative is many degrees of lame. Though I do like Zephyr's distinction between main antagonist and final boss.
I've always been a fan of having two antagonists... one that appears to be the ultimate big bad, and another that looks to be less important but ultimately ends up as the central villain. Because of this, the true villain usually isn't likely to reveal their plans or anything until later in the game. With my game, I think it probably took about 15 hours.
I think that 15 might be a bit much, but it's not as bad as some extreme cases such as, say, FF9 (THE END OF THE GAME!?) or FF13 (don't even interact with him for about 30 hours).
Ideally I think that it's probably best to establish who the villain is relatively early and within the first 1-2 hours UNLESS the game is going to throw a curveball later and have another character become the real villain.
I think that 15 might be a bit much, but it's not as bad as some extreme cases such as, say, FF9 (THE END OF THE GAME!?) or FF13 (don't even interact with him for about 30 hours).
Ideally I think that it's probably best to establish who the villain is relatively early and within the first 1-2 hours UNLESS the game is going to throw a curveball later and have another character become the real villain.
I was going to say in much poorer wording pretty much what LockeZ said and I'd also like to add that there is a right answer to this. Or maybe more specifically there is a wrong answer to this. (which means that the right answer to this is at the very least to do whatever isn't the wrong answer)
I think the main antagonist needs to be introduced as early as possible. Even if the introduction is in the vein of "Someone's ordering these guys but we don't know who." In this case the main villain is unknown, but we know what he is doing and when he appears it won't be out of nowhere.
Though even there it is best to at least show the villain at some point even if the player doesn't know who it is. A bad example (but still an example) is Human Revolution (spoilers for Human Revolution) where the final villain is revealed late in the game but has been present earlier on. Mostly as a background character but nonetheless he's someone we've seen before. Still Human Revolution is a pretty good example of a bad main villain reveal since it feels like it comes out of nowhere, despite having been introduced earlier. (which means you CAN be too subtle about it. Though if that is your fault or the player's fault I don't know)
Except of course that Dr. No was introduced a lot earlier than that. In the name of the movie! Even before you sat down and watched it! Just like Diablo. You know what you're in for when you start it and then it won't matter a whole lot how much Diablo actually is mentioned or appears (though I bet Diablo is mentioned plenty) because just by the sheer act of reading the title of the game you know who you're up against.
I think the main antagonist needs to be introduced as early as possible. Even if the introduction is in the vein of "Someone's ordering these guys but we don't know who." In this case the main villain is unknown, but we know what he is doing and when he appears it won't be out of nowhere.
Though even there it is best to at least show the villain at some point even if the player doesn't know who it is. A bad example (but still an example) is Human Revolution (spoilers for Human Revolution) where the final villain is revealed late in the game but has been present earlier on. Mostly as a background character but nonetheless he's someone we've seen before. Still Human Revolution is a pretty good example of a bad main villain reveal since it feels like it comes out of nowhere, despite having been introduced earlier. (which means you CAN be too subtle about it. Though if that is your fault or the player's fault I don't know)
There isn't a right answer at all. Movies are all over the map as well. I mean, Dr. No wasn't introduced until an hour and a half into the first bond film.
Except of course that Dr. No was introduced a lot earlier than that. In the name of the movie! Even before you sat down and watched it! Just like Diablo. You know what you're in for when you start it and then it won't matter a whole lot how much Diablo actually is mentioned or appears (though I bet Diablo is mentioned plenty) because just by the sheer act of reading the title of the game you know who you're up against.
When I think of the best video game villains, it's the ones that get screentime from almost the start that immediately spring to mind. A few examples: CONTAIN SPOILERS FOR FF6, Suikoden II and Breath of Fire II.
Kefka was there almost from the get-go, an ever-real threat. To start with, he turns up after the introduction level, and causes issues for our heroes, chasing them away from allies. He then proceeds to become a thorn in their side as he not only goes about his own agenda, but takes the time to mess up theirs. Then he kills the one who looks to be the main villain, destroys the world and reigns from on high, meting out his injustice to the world below.
Luca Blight... was an incredible villain. He was introduced in the introduction, and hounds the heroes and their allies, beating them back from their objectives several times before you manage to kill him. He's not the last boss, but he is the main antagonist - he and the concept of war and fate, that is. He is a presence that is felt through over half the game and there's a relief when he is finally dealt with. The last boss is something he set up before his death, being used by others, but he still created the beast. If you've never played Suikoden II, it's worth it to just experience this character. The things he does...
Then we have a foreshadowed boss. One who is hidden in the shadows, but who affects the world around you as you travel through it. Evarai, a demon who has raised a church that has taken over the old religion. He uses the innocent believers to power himself in order to awaken into the world and break out of his seal, turning his most faithful into demons. Everything you do in this game starts from one of his demons trying to get the one person who can open the seal... you just don't know it until later. Although the game has many faults, it's worth playing through, (or watching an LP) just to see how it's set up.
From the start, even if they aren't shown explicitly, at least make their presence felt in some way, shape or form. Personally I like to make mine a mix of 'you met this person a few times without knowing who they were', 'they are an integral part of the main characters backstory and feature heavily in the plot' or 'there's no boss, per se, the antagonist is a challenge, a thing that the characters must overcome'.
Kefka was there almost from the get-go, an ever-real threat. To start with, he turns up after the introduction level, and causes issues for our heroes, chasing them away from allies. He then proceeds to become a thorn in their side as he not only goes about his own agenda, but takes the time to mess up theirs. Then he kills the one who looks to be the main villain, destroys the world and reigns from on high, meting out his injustice to the world below.
Luca Blight... was an incredible villain. He was introduced in the introduction, and hounds the heroes and their allies, beating them back from their objectives several times before you manage to kill him. He's not the last boss, but he is the main antagonist - he and the concept of war and fate, that is. He is a presence that is felt through over half the game and there's a relief when he is finally dealt with. The last boss is something he set up before his death, being used by others, but he still created the beast. If you've never played Suikoden II, it's worth it to just experience this character. The things he does...
Then we have a foreshadowed boss. One who is hidden in the shadows, but who affects the world around you as you travel through it. Evarai, a demon who has raised a church that has taken over the old religion. He uses the innocent believers to power himself in order to awaken into the world and break out of his seal, turning his most faithful into demons. Everything you do in this game starts from one of his demons trying to get the one person who can open the seal... you just don't know it until later. Although the game has many faults, it's worth playing through, (or watching an LP) just to see how it's set up.
From the start, even if they aren't shown explicitly, at least make their presence felt in some way, shape or form. Personally I like to make mine a mix of 'you met this person a few times without knowing who they were', 'they are an integral part of the main characters backstory and feature heavily in the plot' or 'there's no boss, per se, the antagonist is a challenge, a thing that the characters must overcome'.
I think I like the type of villain that is actually participating in the story, but that neither you nor the protagonists knows that he is the villain. Of course, I also love the type of villain who starts out with nothing, but actually works his way up to the top. Kefka is actually a good example of that. Mad as he may be, he actually worked his way up to the top. I don't like villains that just suddenly appear as the king/God/whatever you call it as those kinds of villains are just meh to me.
In short, I like villains that are unpredictable.
In short, I like villains that are unpredictable.
The way I'm writing mine, I envisioned it to be like an onion; layers get peeled back to reveal more and more. Because your characters are largely insignificant, their world is very local. They have relatively small and local problems. This isn't unique. But the party reacts to their smaller problems, and finds that they're entangled in something larger.
I don't know how many chapters I'll end up with in the end, but the main antagonist shows up in chapter three. If you're purely reading through dialogue - not playing the game - chapters one and two take two hours, roughly. When played through, that probably pushes you out to the five to ten hour mark. Based on everyone's feedback, that doesn't sound so bad.
I don't know how many chapters I'll end up with in the end, but the main antagonist shows up in chapter three. If you're purely reading through dialogue - not playing the game - chapters one and two take two hours, roughly. When played through, that probably pushes you out to the five to ten hour mark. Based on everyone's feedback, that doesn't sound so bad.