I'm sure all of you (at least the sane ones
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) agree that the thing that separates games from other forms of entertainment is interactivity. You can watch a movie, but you can't change the storyline. You can read a book, but you can't do anything about it (unless it's one of those "Choose Your Own Adventure" types).
So if it's so different from other mediums, how are you going to write up a story for it? Obviously the linear storyline (which even FF7 suffers from) isn't going to be so great. My solution?
A few years ago, when I was into writing short stories, I was always to lazy to write a document showing how the story would progress. So I thought "What if I just start having things happen and let the story evolve as each character came to certain points. Then I'll think of a solution to the character's problems."
I never actually tried that in a short story, as in the end I just moved on to game development (or actually, Teach Yourself C in 24 hours
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).
So in short, what I'm proposing is that we set different events and NPCs all over the place, with their own goals and ambitions. The player will have to move on in the world, and find out for himself what's going on. He can change the story by his actions, sort of like an MMORPG with NPCs instead of players (NPCs are people too!
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). This may not work for all types of genres (Tetris and SimCity), but it certainly would work for RPGs... and RTS (what if StarCraft did it this way?).
Comments anyone? Is this a great idea or is it just another fit of insanity brought on by reading Landfish posts (
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)? If you think of a better way of writing up stories, then post them!
- DarkMage139
++++++++++++++++
"Shut up and give me the freakin code" -unknown
"Ask and you will be shot" -snes16bit
"Not again!" -SHilbert (upon being assimilated)
"Nazrix is cool." - Nazrix
"You've only seen the beginning" -The Dark Lord of RPGs
Edited by - DarkMage139 on 9/6/00 1:48:12 PM