WHICH CAME FIRST: THE STORY OR THE GAMEPLAY?
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For me it's gameplay first, by far. My main RMVX project pretty much started out in my head as 'SMT-style dungeon crawler', and I had all systems in place and most of the database done (Only things I have left are enemy skills, status items and skill books) before even coming up with a story/starting mapping, and even then it's mostly improvised as I go.
While I'm usually glad to declare the primacy of gameplay, coming chronologically first doesn't mean much. During the last few years I've tended to keep a couple gameplay and story ideas around, pick one out to work on every so often, and at some point later on decide on a pair that I could work together.
OH is this way - technically the kernel of the plot came a couple years before I started on the gameplay, but it basically got tabled until I said "Gee, I could use a throwaway plot for this other gameplay idea I'm working with."
OH is this way - technically the kernel of the plot came a couple years before I started on the gameplay, but it basically got tabled until I said "Gee, I could use a throwaway plot for this other gameplay idea I'm working with."
story. started out as a pile of about a hundred index cards back in 2006.
i really want to pursue pure gameplay concepts for a while after i'm done with this, but it's undeniable that there's a powerful story focus in what i'm working on right now. i'd like that story focus to permeate everything, but i guess that just depends on how good my execution is.
i really want to pursue pure gameplay concepts for a while after i'm done with this, but it's undeniable that there's a powerful story focus in what i'm working on right now. i'd like that story focus to permeate everything, but i guess that just depends on how good my execution is.
Actually the first thing I think of is very basic ideas of the characters and setting. Than I come up with the arbitrary 7 locations that contain the 7 macguffins and maybe 1 or two interesting twists which will allow me to add extra scenerios and locations on top of the main structure. This is basically the skeleton that I base the story and gameplay on
I admit that I kind of dedicate myself to the generic "light hearted rpg plot" with this method of thinking but I enjoy this formula the most as both a player and maker so there you go. Being original is for the birds
I admit that I kind of dedicate myself to the generic "light hearted rpg plot" with this method of thinking but I enjoy this formula the most as both a player and maker so there you go. Being original is for the birds
post=209795
I'm pretty sure we're talking about which one is designed first, not which one the player sees first.
Whichever the player sees first is whichever was designed first, be it intentionally or unintentionally. If one designs it to start this way, wouldn't that be what the player sees first eventually?
Unless you're talking about design in the general historical sense.
My game originally started off as a comic book and evolved into a game. What I tend to do is come up with the beginning of the story and the end of the story and make up the middle as I go along. The gameplay ideas come to me as I make the story.
@ D-Bones
Really? thats cool, mine to, infact I'm planning on having sections of my manga in the game as cut scenes but might need to cut them up into backgrounds...
Really? thats cool, mine to, infact I'm planning on having sections of my manga in the game as cut scenes but might need to cut them up into backgrounds...
I have many, many ideas.
Ideas for stories, ideas for game mechanics, ideas for puzzles, or different graphical styles.
I'd start mentioning it to other people when two of those ideas seem like they'd fit together. Just a story or just some gameplay isn't really enough foundation to start building a game on. Then, quite often, it seems that a bunch of other ideas clip on too; and it usually gets pretty hard to determine which idea(s) are actually at the core of the game concept.
Ideas for stories, ideas for game mechanics, ideas for puzzles, or different graphical styles.
I'd start mentioning it to other people when two of those ideas seem like they'd fit together. Just a story or just some gameplay isn't really enough foundation to start building a game on. Then, quite often, it seems that a bunch of other ideas clip on too; and it usually gets pretty hard to determine which idea(s) are actually at the core of the game concept.
What inspires you to start a game: A good storyline that you created, or a good idea for gameplay?
Before 2006, it was unfailingly the former. After 2008, it has been unfailingly the latter. And that extends to non-video game development was well.
Weird, right!?
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
post=210209post=209795Whichever the player sees first is whichever was designed first, be it intentionally or unintentionally. If one designs it to start this way, wouldn't that be what the player sees first eventually?
I'm pretty sure we're talking about which one is designed first, not which one the player sees first.
Unless you're talking about design in the general historical sense.
...what? That makes no sense. We are talking about design in the thought process sense. Which one you think of first.
When I started designing my latest game, I had a set of gameplay ideas in my head that I wanted to make a game out of, and then later started writing out a story to work around them. That means the gameplay came first, for me. If I'd started out with a story idea in my head, and then later started thinking up gameplay ideas that worked well with it, that would mean the story game first. This isn't hard to comprehend...
For me is the story, I love telling stories, in fact, when I first started my 'game' it took me a while to realize that most of it where just a bunch of cut-scenes one after another, that's why now I'm adding side quest, mini games, and trying to spice up the battles a bit... but sometimes I even think of ways to mold game mechanics to the rules of the world the story takes place in, you know, like in ffta, with the judges and all that, except less retarded arbitrary.






















