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Plus, if I want the finale to be effective, I need the player to get immersed in the world. It''s hard to do that with a single game.
Maybee.....
Well, ok, it''s not impossible. But taking the idea that the longer you''re exposed to a detailed world increases your level of immersion, by doing say four games you quadruple the exposure, and thus increase the chances of immersion fourfold. Or maybe I''m being too mathematical about it?
Longer exposure to the details is only one element of immersion, though. The hook, or premise itself is constantly revisited emotionally by the player with every relative symbolic exposition of it, great or small, passive or active exposition.
I think if you''ve really got them hooked from the beginning on the premise, they are with you until you let them down by not sufficiently concluding the problem the premise proposed.
Despite all the thinking that goes into entertainment interpretation on the part of an active or passive participant, the end result is an emotional reaction, because this is where they get the payoff and percieve value, usually with oblique, indefinite answers like, "That was fun!".
People can pick a script or a design apart all day technically, but if they walk away with a good (or exciting, or whatever) feeling, you did your job. Critics may nay say otherwise, but do you see critics doing the important work of development? No sir. That''s all critics can do is criticize.
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OK. The first game, that I''ve planned out most of, doesn''t seem to have anything to do with the events leading up to the finale (save for the brief appearance of a shady character who laters turns out to be fairly relevant).
Is this wise? Don''t you want to have your player at least have a peek at the big stakes driving the epic? It was good enough for Homer and Ulysses.
You have, as a result of naturally utilizing exposition, presented this shady character early on. Perhaps what this character has to say, where they say it from (the setting), the POV they use in saying it -- all these things can be utilized to give the player a glimpse or foreshadow of "what''s at stake" which somehow I believe must be communicated to the audience/player somehow, or they''re just lost and wondering/wandering through the content looking for relevance of connections. That''s not serving them well, imo.
A good example of this is Danny DeVito (sp?) in "War of the Roses".
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The ultimate ''goal'' of the series isn''t apparent from the start. That''s why going from A to Z, at least looking from the player''s point of view, is impossible.
Them I recommend at least giving them some sort of clue that all that is there is not revealed right now, and since it is about magic, you can use quite mystic and surrealistic manners of exposition to do this.
That wouldn''t work in a romance, unless you had a premise that is about the mysteries of love, then all mysteriously exposed content is consistent with the premise, even if the premise is not fully revealed.
The player has to have some stability, or perhaps better said, something fixed to or related to emotionally or symbologically (I think this has to do with the chance a player or audience member cares a little bit more about the cause of the premise on deeper levels than the effects [fearures, gameplay] of the premise, such as the circumstances [levels, etc.]), unless the entire game is like the redline level from Max Payne. I''m not sure, tho.
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Gotcha. I think it lends itself well to the gameplay aspect of it as well - the first game serves almost to introduce the player to how to play the game, to ensure they''ve got the basic ''rules of the universe'' down for the rest. There''s a risk the first game ends up too easy, but if - unlike ''traditional'' RPGs - you''re not expected to hang around the events of the first game with a high-level character, then it shouldn''t be too hard.
I''d say you might want to give them a peek. Remeber in the LOTR, they showed the whole reason why Bilbo Baggins got to be the ringbearer in the first place as a flashback that only took about five minutes before they got to the actual start of action (whereas the flashback was the actual start of the story) at the peaceful little shire for the birthday party.
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Hmm, or perhaps a pie chart...
Well, you''re clearly a better graphic designer than I.... heheh
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In the words of... someone, ''holy run on sentence, batman!'' I guess you''re right in thinking that far from all players are going to be prepared to look for symbolism and resonance in a storyline; but can it still effect them even if they don''t understand how or why?
Moreso than most people realize. It''s all making it into the perception when the subject is exposed to the total content, it does not all have to be immediately and consciously understood. Advertisers know this better than anyone, and, the subconscious drives the behavior, not the conscious mind (it''s more concerned with here and now activities).
The reason you get persuaded to buy new things you didn''t think you needed is because advertisers semi-subliminally and suggestively tweaked with your response mechanisms subconsciously via demonstrated behavior of the actor or symbolism in the background that you empathized with. The subconscious mind is approximately nine times more intelligent than your waking conscious self. Even if you don''t get it readily, the rest of you will. The funny thing is, it''s in charge, but people hate admitting that because it involved realizing you are not in control entirely. Hence, repression and denial are born, but I digress.
Example: lovely blonde haired blue eyed middle income woman suffering from hayfever with animated, surrealistically monsterized pollen producing plants on attack pathfinds toward her.
She reaches for the bottle of brand x drugco product, and sun comes out, sky turns blue, monster hay fever becomes a faded memory yet still graphically dies, and she is suddenly in a white picket fence front yard in her perfect rose garden country cottage.
Her clothes are now magically perfectly tailored, pressed and of higher stylization and highest quality fabrics. We see such an ideal that evolved people want to puke, however, all the exposure to all the different mindsets of a large demographic of hay fever sufferers (which is the common binding element the advertiser wants to effect) will cause an emotional reaction across a range of responses.
Such as: so many of the sufferers will respond to: a, they like to have no more suffering, b, they hate plants that cause pollen suffering, c, they have always wanted a cottage like that, d, they love roses, e, they want to be like ''her'', f, they like the sound of the seductive voice of the announcer articulating features and benefits of the brand assertion. The list could go on. Trust me, they pack these little things with as much symbolism as they can. Some of them are downright classist.
The point being that they will sell bottles of brand x from drugco to a wider variety of people because somebody from each individual background had an emotion tweaked by a symbol or surrogate emotion (actor in commercial experiences relief, and that is what I want also) experience across a range of symbologies slammed at them at a rate they cannot consciously percieve all of in 22 seconds of commerical time, but yet is all interpreted anyway cause it was captured in entirety by our congnitive skillsets.
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Oh addy.. so wrong, and yet, so good...
Well, there I go again, mr. run on. Yes, you are good.
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I think I''d better read this again after drinking *seriously* large amounts of coffee and borrowing a dictionary from someone
How funny, I had to go drink seriously large amounts of coffee after writing this so I could be sure it was not just a bunch of subconscious drivel bubbling up, which I take great care in not lettting become the stylism I am known for.
Btw, does a binary refinery have to have ecological permits to operate?
As always, a pleasure superpig, and I liked the articles on the engine development also.
Adventuredesign