[EVENT] CHAIN GAME - RMN STYLE!
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My idea for a story, is that some random rich guy wants to destroy all the food shops in the WORLD* (OMG, the basturd!) So, IRONCHEF travels back in time to find good food and allow the evil guy to taste it, and HOPEFULLY changing his mind about food. And some of the food can be guarded by DRAGONS.
*The guy who wants to do this hates food, and lives by drinking juice.
*The guy who wants to do this hates food, and lives by drinking juice.
Whew, turns out there's more of it than I thought. Here's the first part, the tiles. I'll upload the charsets tomorrow.


author=Lennon
The best thing to do is to let this evolve naturally. We set a very basic goal such as Magic McGuffins and let each person decide where to go with that they were given.
Well it's the basic idea we're trying to decide on. If it's going to be something silly like Magic McGuffins then I won't feel like taking part, which is fine. This is just supposed to be for fun, but I if we're going to come together to make one game we should at least try and make something decent. Joke games are a joke.
It's not clear to me where the focus will be. If we set a basic goal does that mean our chapter has to correlate with that goal or simply meet the end result of getting the artifact? How will the chapters transition? Will it be a black screen(maybe text) then a different map? or will the player not even know that the game moved onto the next chapter because the person writing that next chapter had to start with the same character in the same position on the same map? These are some of the questions I think about and I feel should be agreed upon before starting.
author=Link_2112My imperssion from your post at the top of the 3rd page was that the chain game should be structured like Live a Live: Seperate scenarios that have no relations ot each other besides common themes (Odie, Wataneba (sic)) while I'm thinking something more like FF4 and crystals (uh some imagination may be required for this analogy to stick at all). I do agree with
This is everything outside of the plot, and it's all the stuff we agree on. Your suggesting that the creator has to follow the plot, in this case the magical food, to obtain the artifacts. What I'm suggesting is that the creator has to get the artifacts that will move forward the overall plot(of food) using whatever sub-plot they want. This is what I figured it would mean, or rather what I would want it to mean but if it means something else then I'll need it to be explained and just follow that. Never heard of this whole thing before.
:)
I'm suggesting is that the creator has to get the artifacts that will move forward the overall plot(of food) using whatever sub-plot they want.except with the stipulation that the segment uses the characters in the previous segments (in addition to the ones created for that segment, and the +1 playable character). I'd like to see an overall flow from one segment to the next, even if the only thread is the party. The Live a Live approach feels less like a chain game and more like a supper game where everybody makes their own dish / short seperate game which I'm not a fan of for this kind of event.
My idea wasn't the part about someone going to destroy the word, just to be clear. That was just an example. My idea is that some THING happens and the whole world knows about it. The main plot is about the THING that happened. Normally in a game like final fantasy 4 your walking along a dungeon and you see an NPC who just happened to be there on a similar quest so he joins your party. You conquer that dungeon which solves the NPC's quest but yours is long an unfinished so he goes with you. So instead our game would be a collection of the backstories of all those NPC's that joined you along the main quest of that THING. Do you see what I mean? We all create a story of our characters reaction to this worldwide THING that happens and you play their journey to the final chapter meeting point where everything gets resolved. Each chapter is a seperate but simultanious part of the larger story which will end when the THING that happened is understood/defeated/returned...... My idea is about the framework of the game progression not the subject matter.
Ah, I thought your biggest issue was with the food theme.
author=LennonI wouldn't mind this approach simply to see "where the chips lay" (but I love that approach out of sheer interest to see what everybody does, see RMN Bros)
The best thing to do is to let this evolve naturally. We set a very basic goal such as Magic McGuffins and let each person decide where to go with that they were given.
author=GreatRedSpirit
My imperssion from your post at the top of the 3rd page was that the chain game should be structured like Live a Live: Seperate scenarios that have no relations ot each other besides common themes (Odie, Wataneba (sic)) while I'm thinking something more like FF4 and crystals (uh some imagination may be required for this analogy to stick at all).
I'm not interested in only this idea, just throwing it out there. So far there has been few suggestions.
I do agree withI'm suggesting is that the creator has to get the artifacts that will move forward the overall plot(of food) using whatever sub-plot they want.
except with the stipulation that the segment uses the characters in the previous segments (in addition to the ones created for that segment, and the +1 playable character). I'd like to see an overall flow from one segment to the next, even if the only thread is the party. The Live a Live approach feels less like a chain game and more like a supper game where everybody makes their own dish / short seperate game which I'm not a fan of for this kind of event.
I never meant to associate those stipulations with my idea. My idea didn't go any further than some big event occurring which would justify random people meeting up to tackle the same quest. I just included the twist of telling separate stories. Everything else I'm saying is me just trying and get an understand of what everyone expects from a chain game. Because I really have no idea. Plus it will be easier to find common ground if we know where we all stand.
I really don't have a clue either, I've never partaken, watched, or played one. I've only got some vague idea in my head! I think it is something we'll need to decide on soon though so this can get started. (but I'm not sure what the next step should be to decide this)
I think the best course of action is to let Dudesoft decide something for his chapter, then just let whatever happens happen. Isn't the fun of something like this the fact that you wont know how it will end?
I think we're getting too wrapped up in the story. Things like that shouldn't be planned out.
I think we're getting too wrapped up in the story. Things like that shouldn't be planned out.
author=Link_2112I find this highly insulting. My games are joke games, but they have solid underlying stories.
Joke games are a joke.
Anyway, the final verdict... drum roll please...
Collect Legendary Ingredients
Hear me out before you complain.
First of all, think of Kingdom Hearts. Love it or hate it. Some worlds are serious / anime / actiony (Hollow Bastion) and then some worlds are cartoony / funny or silly (the old black and white cartoon stage in KH2). It all fits together because we follow the protagonist on his Quest, and that quest brings him along through mini-stories along the way. Even if it is singing songs with Ariel under the sea. (barf)
So in this, while we are collecting Legendary Ingredients, this is no more or less silly then collecting fragments of a magical triforce that is unearthed by fishing in the ocean.
As for some evil chode trying to destroy the universe, please god no.
What I suggest is a general knock off of Shadow of the Colossus. You, the hero, start off bringing your sickly wife or husband (haven't decided protagonist sex yet) to some god or idol and pray for a cure. The voice of some unseen god (OR DEVIL!?!?!ack ack) tells you of the Legendary Last Supper. And sends the hero on a quest to the far reaches of the world to collect super duper rare ingredients for the concoction.
This means that (a la Kingdom Hearts) we follow the hero through different sub-stories trying to find the ingredient. The hero's goal is clear. What stands in his or her way is up to you to decide. Be it serious, brooding world-view-changing heirachy-overthrowing-stints-into-the-psyche, or parody vague knock offs of some other games, or general silliness, or small-scale evil chumps trying for world domination only to be thwarted by the end of a chapter, it's up to you to figure out.
The only stone-laden facts are:
-the protagonist is consistently the main character. (I will likely make him or her silent like in Chrono series to give you even more freedom.)
-the protagonist will hear the voice of 'god' telling where to go and what to get.
-the protagonist will go to the place, and you decide the rest.
-the protagonist will get the Legendary Ingredient and come back to the 'god' voice for the next chapter.
-The god's alter will act as our 'chapter hub' where you decide what party members to tag along with you.
-The ending will consist of making the Last Supper, where something big will happen (which is up to the last participant).
We will build this linearly and organicly, as I thought I had explained earlier... Where one person makes something, and the next person continues from there using the same characters as earlier, as well as adding their own character.
The battle system we will, I guess, leave default for ease of confusement. We can tack on special shit at the end if we want to. For now, simple hack'n'slash'n'spells'n'items battle.
The world setting will be slightly set in the future. Given that the chipsets we're using are futuristic-ish.
That should pretty much sooth everyone. If you don't like food, I don't know how you're still alive to be honest. It's, again, no more or less silly than collecting Ocarina notes, shiny triangles, playing miastro to the wind, or even giving a dragon a rat's tail to become stronger.
RPGs in their root (yeah I mentioned more LoZ games than RPGs simply because I haven't played many jRPGs) are silly.
So, we will make this game with a light heart. You can make your chapter as serious as you want, just know that other people will likely be taking this less seriously.
EDIT: I am also not predicting the ending with this... but the skeletal structure will keep us on track over all. You all can decide how the story flows or where you go, etc.
Well that's just my opinion about joke games, no need to get all defensive. It doesn't say anything about your ability as writer or anything. I'm not too surprised at all the LoZ references because whenever someone disagrees with me they start to attack LoZ as if that's gonna hit a nerve, cause a critical hit, and crush my whole existence haha Maybe it's just a coincidence. I think it is more sillly than collecting the triforce. It's food. I disagree that RPG's are rooted in sillyness.
But whatever, I'm not going to start anything here. Now I can see that this project isn't for me.
I'm out. Have fun.
But whatever, I'm not going to start anything here. Now I can see that this project isn't for me.
I'm out. Have fun.
Any idea on when the creation of this game will begin? Could be nice to know in terms of checking what time the slots would correspond to
also, I think the current idea sounds reasonably good
also, I think the current idea sounds reasonably good
Time to start brainstorming... as if I haven't already. XP
(And chip editing. Yay for more trees!)


I'll probably add a bit more to it later, but for now - a 'forest' chipset.
EDIT2: Just fixed the joining part of the water.
(And chip editing. Yay for more trees!)


I'll probably add a bit more to it later, but for now - a 'forest' chipset.
EDIT2: Just fixed the joining part of the water.
/hihihi Talking about the protagonist's hustband... Hehe, I got a bunch of sweet, sweeeeeeeet ideas. Gotta lock them until my chapter! Hehe, hehehehehe <3
La, lalala.
Also, I agree with all that has been set! I'm happy with the rules!
EDIT: I started thinking "facesets", then I went Message System. So....
Started formulating something about it.

Then testing. I'm not happy.

Then I went custom message system... That'd be a problem, right?

So, how will we treat the faces? I'm up to making a template, anyone else wants to do so too? Is this a bad idea? Ham...
La, lalala.
Also, I agree with all that has been set! I'm happy with the rules!
EDIT: I started thinking "facesets", then I went Message System. So....
Started formulating something about it.

Then testing. I'm not happy.

Then I went custom message system... That'd be a problem, right?

So, how will we treat the faces? I'm up to making a template, anyone else wants to do so too? Is this a bad idea? Ham...
We still gotta brainstorm, Dudesoft, especially since we're numbers one and two in the batting order :)
JosephSeraph that custom skin looks cool. Want to post the resources here? I'll totally use that custom window. I'll try and make a better faceset to match yours too.





















