WHAT KIND OF STORYLINE DO YOU PREFER?

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First things first, does anyone have to fight being a smart*** in the box that askes "are you a bot"? Anyway, I have two storylines in mind. I was wondering which kind you prefer. A) a storyline that involves a main character(s) deeply and the story revolves around them overcoming a adversary. B) a storyline that tells a story that spans many characters (no "main protagonist(s)"). Basically "A" is the standard rpg while "B" is more or less an interactive story with rpg elements. I assure you both seem, as of now, fun to play and fun to make; the choice of which I make as my first contribution to this communinity is whichever you pick. Overall, I'm interested in what your beliefs are on this subject.
Versalia
must be all that rtp in your diet
1405
My beliefs are that those are both extremely basic, very represented concepts that are so vague I couldn't really choose one or the other without further context. I also believe you shouldn't put your game's features and design tenets up for vote, you should develop a clear image of your goal and pursue it.
author=Versalia
I also believe you shouldn't put your game's features and design tenets up for vote, you should develop a clear image of your goal and pursue it.
pretty sure he's talking about two different games
It is two different games and I'm completely fine with both, it's just which one would you rather play? Since you say it's vague, I'll try to make it less so. The first game (A) would be the generic storyline everyone loves that has all the basic rpg elements and the plot revolves around a few people, while the other game (B) is more of an interactive story (has less game, but is still role-playing) and the plot doesn't revolve around just a few people, but about everyone on the planet. I have both thought out and they may both be made, it's just I'm wondering which one should I make first.
I sort of like both! But if I had to choose I would go with the interactive-RPG.
Versalia
must be all that rtp in your diet
1405
author=DungeonMastersInc
(A) would be the generic storyline everyone loves

Please never use 'everyone loves' 'generic storyline' in a sentence ever again.

(B) is more of an interactive story (has less game, but is still role-playing) and the plot doesn't revolve around just a few people, but about everyone on the planet.


de facto preference would then become option B
InfectionFiles
the world ends in whatever my makerscore currently is
4622
Aren't these kinda the same thing?
How do you have one without the other?
Sorry mate, but you’re not going to get a unanimous vote. Both projects will have a target audience, and you should be thinking about yourself, not us. If you’re equally in love with both of your stories, that’s really great, but I think you should start on whichever project that might have less of a strain on you, so perhaps the project with the smaller cast? A single project is more work that you might realise and my gut tells me you’re a beginner, not to be rude.
I always thought an interactive-RPG was more of an sim. experience (e.g. life sim., farm sim., etc.).
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
I think it's extremely difficult for the player to get attached to a story without characters. SaGa Frontier 2 is an interesting example of one way to do this. It's non-linear, and you start out with two main characters, but each of their dungeons is set several years after the previous one, often with a partially or completely new supporting party for them. Then as the game goes on you start following some of those supporting characters as well, and then start following characters that they meet, and so forth even after one of the original main characters is dead and the other is eighty or ninety years old. It tells the story of the world, and even though the two main characters are of major significance in the world's events, the game doesn't treat them with any special significance. Characters aren't developed beyond the minimum needed for the events to make sense.

However, in SaGa Frontier 2, as in other games I've played that don't really have major characters, I find it hard to care about the story. Controlling one or two single characters with real personalities makes me feel connected to the actions of those characters. In a game like Chrono Trigger, which is very much a story about the world, I feel connected to the world because my party - my avatars - were involved in shaping it, and because I've gotten attached to those characters to the extent where I feel like they represent myself. If I do not have an avatar in the game, then during cut scenes I feel like I'm watching a movie. Like it's not my story. This is the reason why backstory and lore is less exciting than events the player is involved in - it's not simply because the player wants to push buttons to make things happen (although that's part of it), it's also because the player wants to feel more connected and involved on a personal level.

All this said, if you only have a small handful major characters that the player's viewpoint switches between, I think it works fine. Final Fantasy 6, Suikoden 3, Warcraft 3, etc. all successfully switch around the player's viewpoint multiple times without affecting the player's ability to empathize and connect with the characters. The key here is that the characters you play as are still well-developed major characters with depth and realistic struggles - there are just more than one of them. This is easier to do in a longer game, because you have more time to let the player get attached to each character.

I think I need to care about the characters in order to care about what they're doing and what befalls them. If one person dies it's a tragedy; if a thousand people die it's a statistic.
^ What he said.

The premise doesn't matter. It's all in the presentation. A well-designed decentralised game (eg. Romancing SaGa 3) can be just as enjoyable as a very centered game.
Rather than trying to cater to a demographic, you should just work on the scenario you think you can make the most of.
Marrend
Guardian of the Description Thread
21806
I was going to make a blat about how the only thing that really mattered was making a game fun to play. However, this:

Rather than trying to cater to a demographic, you should just work on the scenario you think you can make the most of.
I like interactive, not just because it's easy, but because sometimes they can be so dang hilarious.
author=DungeonMastersInc
B) a storyline that tells a story that spans many characters (no "main protagonist(s)").


You mean kinda of like Dynasty Warriors? (in which there are 4 different kingdoms that all combat one another in order to unite the land, and you can play as all 4 in whichever order you want). Obviously, that's not a GREAT example, but it's what came to mind first.

If it's anything like Dynasty Warriors, though, I would say go for that one because I love Dynasty Warriors it could potentially be more interesting.

Actually, both games would be interesting. It doesn't really matter which you do first. So, just for no reason, I say go with game "B."
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