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How important are: PLOT TWISTS?

author=CashmereCat
You're absolutely wrong.

Prove it, then. Convince me that you are objectively correct despite three pages of discussion implying that it isn't as black & white as you suggest, not to mention countless works with "plot twists" that most people agree aren't ruined forever.

How important are: PLOT TWISTS?

author=CashmereCat
I was kidding by the way, plot twists are cold porridge. Boo to plot twists! They never, ever, ever work.

That's just about as BS as your first post on the subject. Obviously plot twists can and do work, otherwise writers wouldn't still be using them.

Games based on World Cultures

I've always wanted to make a game themed around Native American culture, specifically the Pacific Northwest area, but I'm currently at a loss as to how to make something that won't come across as racist.

Regardless of the culture, I suppose the most important question is whether you want to make something that is highly accurate to the original culture or something that just has the general flavor (I believe the Kid Icarus series is a good example of the latter). Or you could take the Disney's Hercules approach and (at best) annoy the audience every time they recognize a reference.

How important are: PLOT TWISTS?

author=Red_Nova
author=CashmereCat
The more plot twists, the better. Plot twists, make the story. Without plot twists, your story is a granny story. Sorry, but it's the truth.
Having plot twists just to have plot twists, huh?

... Hideo Kojima, is that you?

My money's on M. Night Shyamalan.

author=masterofmayhem
games like Ocarina of Time and Final Fantasy VI, have little-to-no plot twits and there all coincided to have good stories.

I thought "Sheik is Zelda" and "Kefka destroys the world" were pretty big twists, or do those not count because the spoilers for those games expired years ago?

How important are: PLOT TWISTS?

author=halibabica
Um...are you talking about how all of them are just super-sized normal enemies?
Yeah, I was referring to how they were all magicked to become bosses (except for the frog boss, which is another good example of my point).

How important are: PLOT TWISTS?

author=RyaReisender
How exactly can you be against plot-twists, though?
I mean - the important thing is that you as a player want to know how the story continues, right? I mean unless you only play for gameplay.

As a reader, I want to know how the story goes.
As a moviegoer, I want to know what the characters will do next.
As a player, I want to know what the designers will do with the level design and gameplay mechanics.

Moreover, you can still surprise the player through gameplay without any "plot twists". For example, the final boss of Yoshi's Island (not an RPG, and kinda depends on you playing through the entire game to work, but the best example I can think of right now), which uses the same gimmick from every other boss in the game, but ramps up the intensity beyond where players' expectations were set.

How important are: PLOT TWISTS?

author=NebelSoft
I have the feeling that in modern storytelling, there always has to be a plot twist either at the end of, or shortly before the end of the adventure. I think that puts a lot of pressure on the game designer because, well that's what's expected! It's not about saving the princess and live happily ever after anymore.

I think this reasoning is based on a fear that the audience has grown bored with the standard formula, so you need something to keep them hooked.

I also think that while the plot twist is not inherently good or bad, a twist that is implemented lazily or just for the sake of having a twist is no better than strictly adhering to formula.

Games do not need a plot twist to be good. A game can work with or without one if both the writing and the gameplay* are good; if I'm having fun then I'm not going to care if the plot never becomes more complex than "Your princess is in another castle".

*I also think games are a unique medium than can tell the story just as well (or better) through gameplay rather than just writing, but I digress.

Villainous Event?

author=seiromem
we could have an event where participants would create a game focusing/revolving around the villain. Such a game would require not just a good villain(s) but good characters to interact with the villain(s) so it wouldn't be some "one-trick pony" event like "USE MUSHROOMS A LOT" or some crap I would totally come up with.

Are you thinking a game with a villain protagonist, or just a standard hero/villain dynamic with emphasis on the villain? Either way, I'm cool with the idea, just so long as we don't start until after the castles event is finished.

And I agree there should be a more standard way of judging than just "everybody votes on everything".

Light, Medium, and Heavy Armor: A Conundrum

How about giving heavy armor poor MDEF? Plate mail is made of metal, which is a good conductor, so it probably wouldn't protect you from fire or electric spells. Plus it would balance out the MDEF bonus to light armor.

Castles Masterpiece Sequel

So this update essentially consists of improved graphics and sound...

Does anyone else find the new coin sound effect obnoxiously loud?