I'M SAD :(

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I've been nursing an idea for a game, where a young girl travels with and bonds with a young child, while generic, I'm still sad that now, 8 years later, Tales of Berseria has come out, and Velvet's relationship with Laciphet is almost exactly like how I've been picturing and structuring my characters(Sara, and Celia) in my head, and since I wanted that to be a big part of the game, I'm now sad :b
I'm sad that Duke Nukem Forever came out before my game did ... -__-'
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
Yeah? So? Namco doesn't have a copyright on character development or anything, so don't let something like this stop you from telling the story you want to tell. You have your own way of writing characters, so give them the voices and development that only you can give them and you'll be fine.

Besides, the idea has been done plenty of times before Berseria was even a design document. Just because you've seen it done doesn't mean you shouldn't do it yourself. Otherwise, there would only be two stories ever written in the entire world: One where the protagonist resolves the conflict, and one where the protagonist doesn't resolve the conflict.
InfectionFiles
the world ends in whatever my makerscore currently is
4622
And people playing that game and wanting more of it will have yours to play! :D
Melkino
solos collectors on purpose
2021
There are no new ideas, everything's been done, but you could execute your ideas in a different way.

Like, I never knew that my game shared a number of plot beats, character arcs, and even names from Dragon Age 2 until I played that for the first time last year. Seeing all the similarities in one game was demotivating as hell at first, but in the end it did give me some ideas on how to differentiate my game's mage oppression plot from DA2's. (well, in a 'what not to do' kind of way)
pianotm
The TM is for Totally Magical.
32388
This thread is almost too welp for this forum.
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
OK so here's the thing: people are WAY too focused on new stories and new ideas, when, if you look at what's enduringly successful, the ideas and the novelty don't mean shit.

What's important is how that stuff is executed. You could give five different creators the same basic story structure, and you'd get five different kinds of story out of it, because what you're ideally doing in storytelling is trying to get your own point of view across to someone.

Yamamoto Naoki wrote a story with two kids bonding. You will write Terozu's two kids bonding story, and- if you're doing it right- it'll be your own thing. All you have to do is focus on what you bring to the table in terms of philosophy and life experience.

Maybe it's the same general idea. Maybe it's not as fancy as a Namco-backed work. But it's a story that only you can tell, because only you have the experiences of your own life.
pianotm
The TM is for Totally Magical.
32388
Sooz
Stuff


^^^This.

There isn't a single story you can tell that a multitude of people haven't already told.
"There are as many stories as people are involved in it" .. Now I want to rewatch Baccano!. The introduction made the point that, as journalists they are trying to convey a story, but even setting a certain starting point already changes the story told vastly.
Setting a certain invidivual in its center changes it entirely as well.

And it concludes with that being the fun in it. That they are infinite possibilities and stories even within the same frame.


Aaaanyhow. I am with Sooz. Art and creation is a form of self-expression. You mirror yourself and affect what you put out depending on where you are and what you are trying to convey.
You can see this even more strongly in games here that are usually created by a single person in its entirety.

It changes. And even if the main idea, plot devices, turns are the same, it will feel different.
There will always be comparison and similar things as we are by and large having similar struggles n impulses in life, sure, but the many details coming into play are unique to you.

If you care about it for its own vibe go for it! If you want to adjust to have something different for yourself, go for that. *chuckle*
Whatever feels right.
like human skeletons, the plot skeleton of a lot of stories all kind of look them same. It's after you flesh them out that things start to look distinctive (and turn from skeletons to zombies)
harmonic
It's like toothpicks against a tank
4142
I would agree with that. It's hard to divert from the unlikely -> reluctant -> coming of age hero with redeemable sub-villain but non-redeemable super villain story structure. (Star Wars)

Nothing wrong with following that skeleton as Kentona said. No one's going to think about skeletons when they're just trying to be convinced of the fiction that is your story - it's all perception and feels.
One thing I was always told in Creative Writing is that the frame doesn't matter half as much as the details. Just take any exercise where people are asked to write about the same thing and you can see just how different every piece is just because it is from another persons' point of view, with their own experiences and understanding and information creating a completely different image.

Honestly, you can take the most bland and cliche story and make it great just because the details are different, so don't let the fact that you've seen part of what you wanted to create already done - yeah, the general idea might have been created already, but not that idea from your point of view, with your details and your input.
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