quote: Original post by TechnoGoth
you seem to enjoy dead kittens either that or crying woman, then again if your writer like I am it probably more of case of that liittle scene while not important is one that your really proud of.
Heh. It''s the girl; she''s so innocent, and in a time when there''s a major war going on, she''s weeping over her dead kittens. It''s the first time the audience will have seen her as anything but happy and smiling; a certain loss of innocence occurs when she breaks down. The kittens themselves are traditionally symbols of innocence. Plus there''s a.. thing, between her and Nareth. He''s been through torture and seen the worst sides of the human soul, and then he meets her and she''s so pure.. he has a kind of aweful love for her.
quote: If your stoy is written well character development shouldn''t not be a problem, since the character development will take place in game. The player should be able to watch the character develop without knowledge of previous games.
But does that mean I have to start over with my character development each game? That would seem *particularly* strange for someone who was playing through all the games in sequence; if, at the end of one, a character has a traumatising experience, you''d expect to see them respond to that in the next. For the new players, perhaps that could be explained through flashback - after all, trauma victims frequently mentally ''revisit'' the source of their trauma...
quote: Where the previous games come into effect is in the overall development and subtitle character reactions. These will be develop as the story as a whole. for instance if in a later game Nareth rushes into a burning build save a trapped cat and then nurses it back to health, the first time player will see this as an act of bravery, but someone who''s played through the whole story should be see this as refrence to Nareth early experince with his sisters dying cats.
Mmm, I get that - bonus goodies for people who play all the games and know the story - but if the characters aren''t actively developing, is the story going to hold their interest long enough for them to play all the games?
quote: I understand how you can my subplot refrences sound more like subquests, of course subplots and quest can be one and the same.Indeed. In any case, I''m trying to avoid designing explicit ''quests'' into my game, I don''t like that format very much (ironically, I''m not a fan of ''traditional'' RPGs).
quote:
I guess I should have said there two types of subplots Atmosphere stories - These flesh out the settings and provide scenery making it feel like your playing in more fleshed out world.
Parrel stories - these are used to flesh out the main character and his role in the world. They are more common in games, since they involve the main character and are not part of the main story.
You mean ''parallel,'' right?
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quote:
I''d also like to further say that, subplot is not the same a scenery.
"Like, you go down the tavern and can listen to this guy boast about the great deal he''s sure to get on a cart; you can then come back later and hear him saying that he got a great deal, but the other people laughing at him when they find out he was absolutely taken; and then you come back even later and find out that he then sold it on to someone else at an even greater price than he paid for it."
thats really scenery, it doesn''t add anything to story other then giving the impression that the "extras" have lives.
OK, bad example. But funny stories, or external drama - often drawing parallels with what is happening on the large scale of things - can contribute, can''t they?
quote:
while a subplot should have all the usual story qualites they can invole the main character and the often do the key thing is that a subplot is seperate from the main plot.
Here''s anthor example of sub plot this one doesn''t have anything do to with the main character or the story
"A severe draught has destroyed most of the counries grain crops. Every where you go you can here people muttering about the problem. Later in the story people are more panicked after reports of bandits destroy and stealing grain shipments have become know, The price of the remaing grain begins to skyrocket. Later still with graineries nearly barren starvation rampant in the land. Traveling merchants appear offering to sell the grain in exchange for any old lamps people might have. In then end people discover that rich merchant was behind the draught, bandits and merchants in mad scheme to claim ownership of all the lamps in the land in hopes of finding one with a genie in it."
I subplot should have some form of conflict and change in it other wise its just background scenery. "Bob going to the store to buy milk", isn''t a sub plot. However "bob going to the store to buy milk, and finding none end up buying a cow and within six months own a nation wide change of dairy farms, is an amusing side story.
Heh. OK, so a boring story isn''t a subplot, but an interesting one is?
I guess it partly depends on your definition of ''story'' - the loose definition I use is ''sequence of events.'' And those events don''t even need to be significant - ''I got up, I went to the bathroom, I went back to bed'' is a story, IMHO (albeit not one I would pay to read).
Superpig
- saving pigs from untimely fates, and when he''s not doing that, runs The Binary Refinery.
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