THE STORY PLANNING PROCESS

Posts

Pages: 1
I've asked people about this before, and I get different answers all the time. So it usually makes for interesting discussion. The question?

How do you go about planning the story for a game? I'm not really sure what the best way is. Some ways I've heard:
-Planning the whole game out in detail before even starting the game.
-Making a rough outline, and then filling in the specifics as you go. (Is this how most people do it?)
-Write as you go. Maybe plan the next few hours or so, but not the whole game in advance.
-Wing it, just make the game as ideas come to you.

I honestly have no idea of what the best method is, nor have I found a method that works for me yet. Since I have yet to make decent progress on any game I've started.

Your thoughts?
Most of the time, I make a rough outline before doing much, but when I'm unsure of something, or when I need a little side thing (not exactly a side-quest, but something to put a break in the action), I'll write as I go or wing it, depending on how important or how close it is to the beaten path.

For instance, I'll usually plan out whole sections, but I'll fill it with more description when I get to making the game itself. Sometimes, I'll even get a brainwave when I'm working, and thus I'll do something that I didn't originally plan, but it either makes sense or I can make sense of it within the game itself.

I actually have a whole composition book with a simple "plot curve," which has the locations, the general idea of what will happen there, and if there are any bosses (and what they are). I actually have to extend my current plot curve to include the fact that there's so much more material to cover. .____.;;
WIP
I'm not comfortable with any idea that can't be expressed in the form of men's jewelry
11363
Not that I'm an expert on the subject, but here's my two cents. I usually get a basic idea of what I want to accomplish in the story. Depending on what the basic idea was, I plan it out differently. I usually just write out sort of a plot I think would enjoyable and varied, and keep filling it in with details. I overplan things, so I end up putting a lot down before I make anything.
author=WIP link=topic=4.msg15#msg15 date=1180839865
I usually just write out of a plot I think would be enjoyable and varied, and keep filling it in with details.

Basically this. However, my initial ideas generally never end up how they were intended-- both because of the limits of RPGMaker and my own flawed storytelling ability. I have the ending and other significant plot-heavy game events planned out for all of my projects, but concerning how I plan on getting there with them, I tend to make things up as I go along.
I write the entire thing out before I start, and plan systems as I go.

I will change and adapt the story as I work however.
I usally come up with a rough outline of how to introduce the story without pushing the player into it right away then continue the story as i gain ideas or inspiration.
WIP
I'm not comfortable with any idea that can't be expressed in the form of men's jewelry
11363
I think a big pithole to try and avoid is making things feel really forced. It's like, "Why did this happen?" Plot convenience!
I scrawl blurry notes on a fast food napkin when inspiration randomly chooses to coerce me, then I spend eight months trying to build around that one idea (and procrastinating) until finally losing interest.
If you care about what I do in detail, I wrote an article about it here.

But to skip all that long stuff, for me it's all about characters and individual scenes. I spend lots of time daydreaming- and usually imagine all of the major cut scenes or big plot points in pretty cinematics in my head. This helps a lot with character development. After a while it all just goes together and becomes something pretty cool.
That is a damn cool site Despain, good articles. :)
As I said in another post, having a full and complete storyline makes finishing a game a fill in the blanks kind of thing.

When creating a game, what I strive for is to create a full storyline. Unfortunately, to break to monotomy of that I often start mapping, or working on system designs. They usually take up more time than they are meant to, and I want to start getting on with the game when I don't have enough Storyline to make sense of even where to start. So I fumble, recreate things over and over, and get frustrated with it.
I tend to do #2. Most of the time I get series summary type ideas for a story, then run with that. Trying to create the whole thing before starting tends to burn me out on the idea. And becides, sometimes I get my best ideas when working on the game itself.

The story affects the game, and the game affects the story, I believe. Trying to make one without the other doesn't end up well, because of the nature of the medium.
Hehe, like Despain said, daydreaming is key.

I should look and see if I have the article I wrote for the last rm.net incarnation around somewhere. But basically, I tend to do enough rewriting that planning ahead in too much detail is often a waste of time. So I'll come up with a rough outline and start blocking in interesting scenes, weighted toward the beginning.
Wow, you guys actually have processes. I just kinda stand in the shower until I think of something cool and hope to God I can keep it in my head.
What I've done in the past is:

Make a list of characters.
Make a list of places.
Draw a sketch of the world.

The top three usually get filled in as you outline the main plot. I usually just go right into it. I think of an amazing starting point and go from their, continuely adding to it. But before I put anything on paper (even a measly outline) I usually think about a very general simple plot in my head for about a week or two. Then once I know where I'm going, I build on it and add layers and layers, twists and twists, characters, villains, magics, etc.

But really.. my main planning is all in the dialogue. Dialogue for a game IS the story. Unlike for a novel where it can be narrative, in a game it's ALL dialogue. So before making scenes I usually write them out like a script in Word. I don't do all the dialogue, though, usually just the dialogue for that particular dungeon I'm working on, or town or special, big events. For my game, Zephyrus, I must have had a 100 pages in dialogue alone. To be honest, it is THE best thing for your story and dialogue. Makes it so polished and you actually think about what you're doing before doing it. It's amazing. I SERIOUSLY recommend doing it for your project(s).

Winging it just leads to cancelled projects. Trust me.
What about visual narrative?

RPG Maker games are very limited in terms of visuals, but it's still possible to use these visuals to tell part of the story.

I subscribe to the idea that it is better to show, rather than explain, your world and story. This is easier said than done, and dialogue tends to be much more explicit in explaining things. But I do get tired of scenes where the characters drop everything for a long winded explanation of something. (Thinly veiled world building.)

I do agree that good dialogue is CRUCIAL to a really enjoyable RM game. Personally, though, My patience for sitting through lousy gameplay has dwindled over the years. The story has REALLY got to be intriguing to be worth suffering for. Even then, I might as well cheat and use the editor to give every character max stats if it's just going to a slog anyway.

I just kind of wing it, but not everyone is as awesome as I am.
I don't write anything or draw anything I imagine it then do it.
author=The Real Brickroad link=topic=4.msg188#msg188 date=1181245845
I just kind of wing it.
Pages: 1