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What makes a game's story memorable to you?
Yes, if there is a logical reason, I'd say, go ahead and do it.
Golden Sun did it, for example. In the first game, your party is trying to prevent another group from reignite the Elemental Lighthouses, under a supreme being order. On the second game, you take control of that other group and light up the Lighthouses, only to get the original group join your efforts mid-game. It worked for them (I consider the first 2 games one of the best RPGs I've ever played).
Golden Sun did it, for example. In the first game, your party is trying to prevent another group from reignite the Elemental Lighthouses, under a supreme being order. On the second game, you take control of that other group and light up the Lighthouses, only to get the original group join your efforts mid-game. It worked for them (I consider the first 2 games one of the best RPGs I've ever played).
What makes a game's story memorable to you?
Good question. However, I don't think, as Chana says, that the story has to be believable to be successful. Take, for instance, LOST; now, I know it wasn't a game, but it was certainly a nicely told story (Not finished in a good way). It wasn't so much as the credibility of the plot, because there were a lot of bizarre elements. I think it was rather the depth of those occurrences. The writers made you believe that there was more to a certain plot point that what was shown, even though they had very likely pulled it out of their ass.
Battlestar Galactica does this with a different approach. It is telling a story of a bunch of rag tag survivors, and their exodus. There is nothing new under this sun, and it is basically the story of the Jewish people leaving Egypt. What made it a great story, was a simple phrase (that believe it or not, came from the animated version of Diseney's "Peter Pan"): "This has happened before, this will all happen again". That sentence gave the plot some cosmic grandeur, a sense of depth, of mysticism, or destiny, of eternal loop. It flirts with a lot of great concepts. Makes up for a nice storytelling.
Of course, you have squat if the plot is thought out and your characters fail to appeal, are uni-dimensional. Interesting character development is far better appreciated in my book that the million plot twists in "24". Or any book by "Dan Brown". Or "Halo".
Battlestar Galactica does this with a different approach. It is telling a story of a bunch of rag tag survivors, and their exodus. There is nothing new under this sun, and it is basically the story of the Jewish people leaving Egypt. What made it a great story, was a simple phrase (that believe it or not, came from the animated version of Diseney's "Peter Pan"): "This has happened before, this will all happen again". That sentence gave the plot some cosmic grandeur, a sense of depth, of mysticism, or destiny, of eternal loop. It flirts with a lot of great concepts. Makes up for a nice storytelling.
Of course, you have squat if the plot is thought out and your characters fail to appeal, are uni-dimensional. Interesting character development is far better appreciated in my book that the million plot twists in "24". Or any book by "Dan Brown". Or "Halo".
The Screenshot Topic Returns
Lovely enemy sprites!
An I mean in a "really cool" way, not in a "awww look at that puppy" way.
EDIT: The fairy on the left lacks a shadow...
An I mean in a "really cool" way, not in a "awww look at that puppy" way.
EDIT: The fairy on the left lacks a shadow...
The Death Penalty
I had no idea that it would already exist, but that sounds cool, specially the part about it being cumulative.
The Death Penalty
Here's an idea I just thought of:
- If you die because you were stupid and couldn't beat a regular, random battle, bam, it's back to the last save spot/town/whatever your system is.
- But, if in the other hand, you die on a boss battle, you actually go to a different dimension, hell/purgatory -like, where you get to redeem yourself for a second chance at life: you can do puzzles or adventures to get back to your body (Maybe even involving some power ups), to retry that battle where you lost your life.
Don't know, I just imagined it and haven't given much thought about balance.
- If you die because you were stupid and couldn't beat a regular, random battle, bam, it's back to the last save spot/town/whatever your system is.
- But, if in the other hand, you die on a boss battle, you actually go to a different dimension, hell/purgatory -like, where you get to redeem yourself for a second chance at life: you can do puzzles or adventures to get back to your body (Maybe even involving some power ups), to retry that battle where you lost your life.
Don't know, I just imagined it and haven't given much thought about balance.
World Ease of Use: Interactivity and You
What are you thinking about? (game development edition)
author=Killer Wolf
I remember thinking one time that all creativity came from a communal sort of shared subconscious, a vast network formed by brainwaves, and that those who appear to be ahead of the curve (the innovators) are simply more attuned to this theoretical network.
Or, it could be possible that people with a shared pool of influences and experiences, will inevitably come to the same conclusions.
That was actually the plot for a story I was writing at one point. One character suffered a brain injury which allowed him to consciously tune into the "Networked Multi-Consciousness" and so he was able to "predict" all forms of innovation, and indeed direct the hive mind toward his own goals. Naturally, best intentions aside, he used the knowledge to become a sort of despot. The protagonists of the story were writers, artists, scientists, and mathematicians, and they set out to kill the despot. An unintended consequence of his death was a feedback spike through the entire NMC which shut it down, forcing people to think for themselves as opposed to reaching an unconscious hive mind consensus. Then it flashed ahead a few decades to show that it wasn't quite as uplifting an ending as it seemed.
This sounds insanely interesting.















