KEEPING THE PLOT FOCUSED

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If you're going from Town A to Town C, for the purpose of moving the story forward, and Mountain Pass B happens to be the only way between those two points, but it's currently blockaded by the Z Bandits, who are otherwise irrelevant to the story except they're blocking the way forward - is that not part of the story and the conflict itself? These bandits are now something standing in the way of your goal and probably a good place to show some character development or show how the characters go about something a certain way or to drop some plot point or other in... Is that deviating away from the plot?

Now, I fully agree about the ten tons of random monsters. For the most part, they should be pretty focused and purposeful. Certain places can use actual random monsters from the wilderness - where it makes sense. They shouldn't be included just because you need some random encounters to fill a zone's monster compliment unless you can find a good reason for them there.
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
Well, why did you make it blocked by bandits?

Was it because your game features the plight of the destitute as a major theme, and they provided a different perspective on it that helps build your theme even if it's not strictly related to the story? Okay.

Was it because the hero is carrying an extremely important object, and you needed a way for him to lose that object without the enemy getting it, and so you decided the cleanest way was for a neutral third party of thieves to steal it from him? Okay.

Was it because you had an enemy battler for a bandit that you wanted to use? Not okay.
Brady
Was Built From Pixels Up
3134
I'm not going to deny that many games obviously have pointless filler content that serves no benefit on any scale; some stuff just is a waste of time and could be dropped without anyone ever caring.

The biggest difference for people, I guess, is where they personally draw the line of what no longer interests them.

I mean, Necron in FFIX just seemed like a giant space flea from nowhere in my eyes, and left me kind of "wtf?"ing; when I think about the game I basically just omit that whole section.
Yet some people see a connection between Necron's big doom-speech and the rest of the game's theme.

I agree with you though, that it's best not to make a dungeon to suit your battlers. You should always try to come up with the background/explanation first, then get the art.
author=LockeZ
We only care about things that we're given a reason to care about. Having not played Skyrim, I assume it makes you care about everything.

I think open world games tend to let the player choose what to care for.


Personally I will, again, throw out that whole "what makes an RPG" card (it's such a catch-all). RPGs with focused plots tend to be rare because it's not really in the nature of an RPG to be very focused. RPGs tend to be all about exploration and doing things in whatever order you like and with a goal somewhere in the distance that you may, or may not, do eventually when you get the time.

There's a reason "rail-roading" in roleplaying is a negative term.


One way of focusing the player is to put in a time constraint. Of course time constraints are often horrible, horribly implemented and/or horribly constraining. Personally I like the idea of a time constraint more than an actual time constraint. Sometimes when something is told to me in urgency "We need to save these fellas now, fellas!" I end up doing five side-missions and then when I go back it's the same "We need to save these fellas now, fellas!". There was never any danger of them not being saved. But as a player I also know that I would most likely be annoyed if those fellas were dead after I did a bunch of sidequests. So there's a slight balance. So while I like the idea of people going on with their lives without me I also know that it is something that is just impossible to do really.


Of course then there's also the part with "mandatory" sidequests. Tangents that you have to perform in order to continue the main quest. I guess these are really the things you are most railing against. And arbitrary dungeon on the road to your goal. An old lady asking you to do five trials in order to get a piece of fruit that may or may not help you on your way.

On one hand these might be infuriating because they can sometimes completely stop the pacing of a game/story. You were on the brink of entering the Lands of The Enemy but then it turned out you needed a piece of fruit from an old lady to bribe the guards with and now you have to do five trials which consist of planting crops and killing wild animals, turning them into fur coats.

On the other hand these complete stops can be used for character development. Especially if you've been on a crash course with the enemy before this. Maybe you'll learn a bit. It's the silent moment before the final act in any movie. (the part with the love scene in all action movies ever made)

And yeah sometimes it's gameplay padding. But then again it's actually primarily a game. So you could say that it's the story that is filler and the gameplay should come first. Of course sometimes the gameplay is stupid (like stealth missions in 90% of non-stealth games) sometimes it's simplistic (like turret sections in 90% of non-turret games) and sometimes it provides more of what you really love about the game in the first place.
Brady
Was Built From Pixels Up
3134
I think it just comes down to the fact that LockeZ is probably one of the people who start a game and just get right into the story and want to play it out. Such people find Distraction Cave just an annoying waste of time in between what they're really interested in, and don't often care about seeing the rest of the world they're busy trying to save.

Whereas other players are happy to put the urgent world-saving quest on hold in the name of just stopping and playing the game for the game's sake, for their own motivation, as you said: the player chooses what's important.

That's all really just personal preference though, and there's really no right or wrong answer, as few games can cater to everyone's preferences. Blonde or brunette, really.
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
I will fully admit I personally think FF13 is great, good enough that I've played it three times. But that's not really what this is about. Pacing isn't the issue here.

Because even in FF13, there are major parts of the game where Sazh and Vanille are on the run, and they jump around through five hours of dungeons where they fight frogs and porcupines and turn on and off a series of weather devices to make the wyverns disappear at the right times. Like I realize that, because they're on the run, fighting the military doesn't make sense at this point. But maybe they could be... doing something else interesting? Maybe they could encounter some purge survivors and help them out? Or maybe I could just skip what they're doing, and not play as them for a little while? Some of Lightning's dungeons around that time are almost as bad, but others involve sneaking through a military blockade and into a water treatment facility. (But then once you're IN the water treatment facility it gets dumb again. Why are you fighting flan-janitors, when the fal'cie overseeing the plant should totally be turning the entire maintenance crew into l'cie in order to stop you? That would have tied in so nicely to what happened to Sazh's son.)

author=Shinan
author=LockeZ
We only care about things that we're given a reason to care about. Having not played Skyrim, I assume it makes you care about everything.
I think open world games tend to let the player choose what to care for.
They do more than that, when they're done right. They let you choose what to experience, but if they let you experience something they make it matter. Everything you can experience in Fallout 3 is meaningful. It all ties together to create the specific themes and atmosphere that the game is meant to give off, even when there's no plot thread connecting it to the rest of the game. Making the player care about what they're doing doesn't have to mean that the game's main villain shows up and starts shooting lightning bolts at you. It just means you are made to care, one way or another. Ultimately Fallout 3 is a game about kleptomania survival in the nuclear wasteland, so even when all you're doing is storming an abandoned supermarket being used as a base by outlaws and raiding the extremely scarce supplies you can find, it doesn't take a single line of dialogue to make what's happening feel extremely significant the first time you're playing the game.

Contrast to the second or third place you'll probably be sent off to in World of Warcaft, the kobold burrow, where the kobolds live who stole half a dozen candles from local candlemaker in Goldshire. Why are these candles worth invading and storming their burrow over? They're not magical or expensive or anything. The guy clearly has plenty more, the reagent shop next door is selling an unlimited number. Man, I'll pay you the 30 silver pieces for the candles if you don't make me go on this stupid quest. Actually no I won't, since the next quest is even worse: help a farmer murder his neighbor's prize pig because it got fat eating his pumpkins. So I'll just delete my character and start over as an undead character instead, thanks for the offer.

You said open-ended games let the player choose what to care about, but the player doesn't have the choice to care about this part of World of Warcraft: it's impossible to care about. So I think good open-ended games make everything possible to care about, I guess.
Though there's also the thing that if you look at it more closely Fallout 3 is a completely meaningless experience.


In fact this applies to all games. Once the suspension of disbelief is destroyed it's difficult to get back into it.

Mass Effect is a nice example really. You could say that Mass Effect 3 especially is a pretty plot-driven game where the direction is always "forward forward forward". But if take a second to think about what you are doing and what the plot actually is you find it incredibly shallow and stupid. And most of the things you do make no sense whatsoever.

So essentially it's just a writing issue in the end. The bandits might be there because you had some graphics for them and thought it'd be cool. Then afterwards you might sell it and depending on how well you sell it it's either a great addition or insanely dumb.

EDIT: I rewatched the video and it's not only Fallout-relevant I think it's also relevant to the topic itself.
Brady
Was Built From Pixels Up
3134
author=Shinan
pretty plot-driven game where the direction is always "forward forward forward". But if take a second to think about what you are doing and what the plot actually is you find it incredibly shallow and stupid. And most of the things you do make no sense whatsoever.


A lot of RPGs fall into that trap. I found FF7 to be an example of a game that started down that route. The story was moving in the right direction, going at a decent pace and kept doing all the right things, but every so often the characters would make a decision that just baffled me. There seemed to be little sense in going through with the plan other than just to get you into the next dungeon.

FF7 isn't terrible for it of course; point was just that doing what you can to avoid irrelevant/unrelated dungeons sometimes just winds up with you having nonsensical dungeons. Relevance or logic: gotta balance dat bitch!
LockeZ, is Xenosaga a game you would consider focused on the main plot?
Yes, I realize that review is ten years old.
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
I don't remember anything about Xenosaga except that the opening FMV was so long they literally had to put a save point in the middle of it. I don't even remember what the main plot was, much less what tasks the player actually did along the way as it unfolded. Based on reading my heavily sarcastic review that I don't remember writing ten years ago, I'd assume.... I guess the answer is probably no?

Shinan, that video is excellent and extremely relevant, although I kind of take issue with the fact that his only apparent reason given for why "shandification" is a good thing in video games is that other mediums can't do it.
Brady
Was Built From Pixels Up
3134
I think that's a pretty crucial thing to consider, whether it be for better or worse. Some people prefer movies over books because there's more senses involved, while others prefer books specifically because it leaves things to the imagination.

Games allowing "shandification" is surely going to be a good thing for some people who want to immerse themselves in a world and forget what plane of reality they're actually on.

Being able to do something that no other medium can isn't automatically a good thing, but it's still something that games as a whole should still explore and try to create good games using that. If no one ever takes advantage of something unique within a particular medium, then it's never going to be very different than other mediums.

Personally I don't care much for most modern triple A games because with all the contextual "advance now" buttons and railroading (look at shooters mostly) then I find that it's basically just watching a really long movie that expects you to stay awake long enough to aim the crosshairs. I play a game because I want to really take control and run around doing whatever the hell pleases me!
Thanks for sharing that video, Shinan.

I feel as though the game should focus on keeping the player's attention on its best qualities.
Do not throw non-optional content at the player, if it doesn't add to the main features of said game.

If a project is all about characters and gameplay, it doesn't matter if the plot is forcing them into a fire cave.
Not that many filler-y bits shouldn't make a lot more sense (just start reading), but I did want to say:

Life's tough, wampa happens.

author=Milennin
In my game the way towards the goal is pretty much the entire game. There's this villain that lives in his dark castle of evilness, but before the hero can go there, he does other things first. Rather early on in the game, the main characters learn that they aren't powerful enough to beat this evil overlord. Though, there isn't enough of an imminent threat that they can't just go do something else for a while. So, it's basically shoved pretty low on the to-do list for the heroes. Meanwhile they just wander around the world, looking for adventure, going on side-quests, finding stuff, and getting stronger in preparation for the battle with the evil overlord at the end of the game.
Then again, the main thing in my game is about the heroes going on an adventure, and the many random things they encounter. It's not about this one main threat that's about the nuke the whole world into oblivion.


I'd say you're doing it right.

When you are experiencing any kind of narrative, be it a book, a movie or a game, chances are you want to get to the next exciting confrontation, and you don't want the pace to slack or pointless distractions in the form of 'filler'. However, the truth is that this 'filler' is a vital part of the pacing of the narrative; it is the substance of the story that connects and provides meaning and context to the points in the story.

LockeZ posted a link to Episode 7 of PA TV's Extra Credit a while back that I believe is relevant to this point:

http://www.penny-arcade.com/patv/episode/episode-07-pacing

Extra Credit used Star Wars as an example of solid pacing, but Star Wars owes much of its narrative structure to Joseph Campbell's monomyth, or the hero's journey, a basic narrative structure that is universal to human experience. Many variations of the monomyth exist, but the basic pattern is of a hero setting out from his/her home on a journey, being transformed through trials and temptations, confronting a challenge, experiencing death and wisdom, and finally returning, his/her transformation complete. In RPG terms, it is similar to what Milennin described; the heroes cannot confront the obstacle, because they have not undergone the trials to begin their transformation.

Consider this extremely simple RPG plot; suppose there is a dragon that is destroying the land and burning the fields of farmers. A normal farmer boy is inspired to stop the dragon when an old knight mentor figure gives him a sword. The boy wants to confront the dragon right away, but is encouraged to first train and learn about the world in which he lives, acquiring knowledge, allies, and most likely a love interest. Over time, the hero grows and becomes confident enough in his own abilities to confront the dragon...only for the dragon to defeat him and his allies. Devastated and alone, the hero now searches for answers within, rebuilding and rethinking everything he thought he knew as he journeys through either a literal or metaphorical underworld. Finally, the hero finds his way back, now truly wise, regains his allies and defeats the dragon for good. He then returns home, ascended beyond the experiences of normal men, to share his wisdom with a new, promising youth, just as his own mentor did with him.

In mechanical terms, the trials and the underworld are the valleys, while the confrontations with the dragon are the 'peaks'. If the story was all valleys, it would have no direction and no investment, but if it was all peaks, there would be no real sense of accomplishment in overcoming each obstacle. This is why, even in the absolutely worst-written RPGs, 'Distraction Cave' has a distinct purpose; it's there to provide a valley, a part of the heroic journey that will make the hero stronger (usually just through 'leveling up'). A cleverly written story uses these points to its advantage, as a clever author knows that the valleys are actually more important than the peaks in developing the narrative, the characters, and the world. In the Shandification video, talking to the aliens at the start was a 'valley', but it turns out that valley was critical to the player believing and accepting the world and the hero's journey within it.

One thing that the Shandification video didn't mention (I love that term) is that, even in a linear narrative, Shandification can and should always occur. Think about Final Fantasy XIII; it's pretty much a straight dash to the finish line, but along the way the valleys provide more details about the characters, the world, and, above all reasons for the players to care. Imagine if Final Fantasy XIII really was just a sequence of exciting boss fights; they might entertain for a while, but pretty soon the player would start to wonder about all the Shandification questions; where do these monsters come from, and what do they eat? XIII does provide answers to all of these questions, and those answers make the world more believable and, by extension, empower and give life to the hero's own narrative. After all, if the monomyth takes place in a stale, unrealistic and illogical setting, how can the player identify with the hero and his/her journey? Myths have power because they reflect the world around us, and because we can project our own experiences on to the protagonist.

There's a lot more to talk about, but to conclude for the moment, the valleys of your story serve a definite purpose, and should be treasured and polished even more than the peaks. If the player gets to the peaks, it's because the valleys kept him/her invested and attentive over time, and while one might think deviations or 'distractions' from the main plot are a bad thing, a clever game designer knows how to use the valleys to create proper pacing and investment.
Very Interesting, Lucidstillness.
Brady
Was Built From Pixels Up
3134
Topic kinda died, eh? Was pretty interesting, too~

@Lucid: Well said on all of that. Made some good points, but I don't think it applies to every game without question; some games do benefit from just focussing entirely on the mission at hand and launching you dead into what you're doing next.

Albeit they tend not to be RPGs, soooooo.....
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