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Calunio
What's that GRS?


Start up Secret of Evermore or Chrono Trigger and let the intro sit for a while to see what I mean. I think SD3 also did something similar with scrolling exposition text.
Yep, that's awesome indeed.
Yeah, I don't know what else to say that Brick's article wouldn't cover in much more detail. Most of us assume going in that the gameplay isn't going to open up until later in the game. Nobody should expect it to be deeply engrossing and phenomenal at the start, and I don't think anyone really does. At the same time it shouldn't get a full pass.

In FF7, for the entire intro, you can Attack, use items, or cast Lightning (with Cloud only). That's plenty. You get these options from the start, but combat development doesn't sit still. When you're given another character to use in battle, the enemy parties change and become more difficult (that is to say, you're not killing things in one hit by spamming attack anymore). The opportunity to exercise simple strategic choices is given (Barrett's gun is more effective against certain enemies that like to hang out in the back row, while Lightning is most effective against others), and by the time you've got that figured out, the boss fight comes that invites you to use that information gained up until then, while throwing scripted boss mechanics at you to break up your pattern.

It's the same thing with story. Just because you've given control to the player doesn't mean you've put your story on hold. The player is obviously making SOMETHING happen, and is attempting to achieve SOME goal. They're moving the story forward. To that end, particularly in the beginning, it might be nice to sprinkle in some dialogue (or monologue if your character is solo) at key points to make sure the player knows what they've been doing has purpose (no, instant gratification is not a juvenile mindset; hook your player however the hell you can). You can loosen that up further on in the game, but the longer you drag on in a playable scene in the beginning without feedback, the less your player will care about what's going on. It's a tight balance. The intro is not meant to plunge you deep into its epic story or immerse you waist-deep in combat. It's meant to ease you into both.

In the end, I just ended up reiterating things from Brick's article. Establish that context. Establish where the adventure begins, right now. If your character already starts in a conflict (ie Cloud), then great; he has a goal and the adventure should start with taking steps towards reaching that goal. Notice that Cloud and co. were successful in blowing up a reactor. They didn't need to include us, the player, in building up to that point, earning the money, experience, or co-conspirators needed to do the job. Blowing up the reactor triggered EVERYTHING. It jump-started the whole story. Before that, life simply went on for all parties.

If your character doesn't start in a conflict, then start the story at the changing point in the character's life. For example, Secret of Mana. The Hero finds a sword and yanks it. Before that point, nothing; farm chores and child's play. Within minutes after that point, combat, and a boss fight. That's all there is to it.

Break these rules if you have a good reason to, but don't lose your players' trust. It won't matter if they decide to bail out on the game.
That article is the reason something actually happens at the start of Parallel.
slash
APATHY IS FOR COWARDS
4158
post=207435
Fuck you for beating me to it (hoooooow), slashphoenix. EVERYBODY READ EVERYTHING BY BRICKROAD NOW

I only linked it because I looked down and saw my W.W.C.D. bracelet and thought "post an article by Brick Road!"

Oh yea, thanks to this netbook I've read every article on this site at least twice instead of paying attention in class. I don't even need psych 101.
Craze
why would i heal when i could equip a morningstar
15170
Okay, funny thing: at the summer camp I work at, we make "What Would Stephen Do/WWSD" bracelets and write stories about me and stuff like that. (Yes, my name is Stephen, and yes, it is a diocese-funded camp.)

We also have activities where I hide in the woods and laugh if kids tell a good joke and they have to run around and find me under a boulder or dead tree or whatever, but that's besides the point (the point being that I'm awesome).
slash
APATHY IS FOR COWARDS
4158
post=207781
ITT: Craze is starting a cult.


I can get behind this. Shotty priestess.
post=207788
post=207781
ITT: Craze is starting a cult.
I can get behind this. Shotty priestess.


Are priestesses well-treated in Craze's cult? Because I heard about what happens to the priestesses in Karsuman's cult...
post=207779
We also have activities where I hide in the woods and laugh if kids tell a good joke and they have to run around and find me under a boulder or dead tree or whatever, but that's besides the point (the point being that I'm awesome).


I would pay good money to play "Craze and go seek".
One of the most definitive FPS series of all time takes its time at the start... Half-Life. What I'm trying it say is an interesting intro doesn't always mean an action-packed one.
Craze
why would i heal when i could equip a morningstar
15170
Lennon: We actually called it "Pirates versus Stephen" in honor of Water/Pirate Week. The kids had to tell pirate-themed jokes, except for a very good friend of mine (who was working/making sure children didn't die) who made pokemon jokes.

It was particularly amazing the very first time I "hid," because I was just sitting and laughing manically on top of a huge pile of rocks, akin to Sho Minamimoto or Kefka. Kids got really into it, and started doing tag-team jokes and short stories and man I love camp.
Craze, you have a really epic laugh if your LTs are anything to go by.
Craze
why would i heal when i could equip a morningstar
15170
Yeah, the activity was thought up because a cool camper was obsessed with my laugh and told one of my Art Barn co-workers about her ideas.

You guys haven't even heard (except chaos) about how I turned Dragon Age: Origins into the most epic tag game of all time.
I'm sort of concerned, guys. If any of you remember my game, it had an exposition intro. I think its pretty cool (really cool in fact), but I'm concerned its too long.


Besides for some minor differences in the dialogue and some other shit, the finished version of this is basically the same. Thoughts? Too long? Keep in mind the length; two minutes long.

HELP A MOOGLE OUT.

Also I'm not trying to shamelessly divert attention to my game, feel free to use this as a sort of metric for the conversation.
post=208323
Keep in mind the length; two minutes long.

Actually if I was playing that game it would take more than 2 minutes, you skipped through the text just a little too fast. heh. I tried to read it all without pausing the video and I usually missed the last sentence and read so fast that I didnt remember what it was about by the end of it. But it looks good. Only thing was when you started shading the areas black, because my eyes were on the text at the time, I didnt notice the first part of shading. It just looked like the text disappeared and the intro froze, then I realized it was shading different parts and it was fine. Not saying it's a problem, but that's how my eyes/brain reacted to it. At first I thought, it should be a different color to make it really stand out, but after seeing the effect of the darkness it makes sense the way it is. It could just be because I wasnt pressing the button to close the text box so I wasnt ready for it.
post=208323
shameless diversion of conversation

i thought it was fine. my tolerance for expository cutscenes and other mechanisms that don't immediately place you in control of a player seems a bit high though if this topic is anything to go on. i'd still go through every piece of exposition in that intro line-by-line and see what you can cut that can be covered elsewhere, ideally in optional avenues of information (NPCs, bookshelves, etc).

as a general note, no matter how long your intro ends up being, i think paring as much exposition as possible from any place where you have a character speaking is a great plan. i did have 'narrator' in there but a narrator's sole purpose is the delivery of exposition most of the time.

the more exposition you have the player sit through, the less time you have for characterization.
My favourite introduction into a game is Bayonetta: You get to fight several standard enemies during the exposition text, before the prologue with infinite life. And the final battle theme plays during this (Yes, this is the final battle theme). And you're on a piece of a broken clock tower that's falling down a cliff. The developer said that players would get into a new franchise better when the very first part is so over-the-top awesome.
post=206971
(methinks you linked the wrong topic)

Introduce them to anything that doesn't explain itself. A battle menu has handy names for options and such that make life easy and really obvious. Finding the game's menu isn't so obvious.

As for making starting battles interesting, just don't have many at first. The player isn't a retard, they'll pick it up. (Altough, I admit, I started each character with 6 skills each in Parallel. Most likely overkill but there were never enough battles to find out! Or enough feedback =/)
tardis
is it too late for ironhide facepalm
308
post=207032
"have a world map!"

this actually infuriates me, as does the whole concept of a 'key items' menu wherein you get a bunch of crap you're never actually going to look at (bestiary/item manual/world map/female character's diary/pointless plot amulet that wasn't even cool when you got it at the beginning of the game/etc) that could 1) be better presented if they were all consolidated into one menu and 2) save a lot of space and player headache (so many items fffffuuu-) by removing the need for such things to be items altogether. example: you got at map. now you can see another piece of the world map that is already displayed in your main menu that is fog-of-war-explorationy. because seriously, how cool would that be?
you got a plot amulet. mention it where it's important and then let the player forget about it.

furthermore, don't try to be clever and consolidate the key item crap into the main inventory. "now i have to scroll past this stupid map and all these dead weight plot macguffins to get to my damn elixirs or what have you fffffffuuuuuuu-."
don't even joke about doing this with a restriction on how much shit you can carry.

i think i will write a book on bad game design decisions. it will be entitled "Step The Fuck Back, Son: How to Avoid Player Headaches and FFFFFUUUUU-"

achievement unlocked: COMPLETELY UNRELATED TO THE THREAD IT WAS POSTED IN HAR HAR


edit for thread relevance: speaking of epic intros to games, i think Evolution 2 on the Dreamcast did it quite nicely with that fucking epic train battle. it was less epic in Evolution Worlds when it was rife with terrible voice acting and less-endearing gamecubey graphics, but fuck the original blew my doors in as a kid.