more about the new games idea

October 31, 2009 · 4 Comments

I blogged yesterday about making future games (after GOG) in a way that doesn’t take as long. I’ve been giving it more thought, and here are more details.

First you have to understand what excites me about this game: short versions of the classics, where you can actually get inside, and it’s always being updated.

I love choosing stories and making backgrounds (at least at first). I love the energy of adding amazing new stuff.

What I do not love is when it takes ages. Which basically means all the stuff that I add. :) I won’t bore you with details, but anything that is not in the original text (new dialog, complex puzzles, clues, etc.) takes ages to get right. It’s like writing another novel AND drawing it and animating and all the rest, and there’s no guarantee it will be as good as the original.  So, you see, my goal is to add as little as possible. Obviously something must be added, otherwise you’ve just got a static book on the screen, but less is more.

Another issue is that these stories tend to become very serious. I want to add action and tension, but the tone so easily becomes heavy. I’m no great author, so I’ve been reading “how to write” books. All the books say that you need conflict, conflict, conflict! Make the hero suffer! Add danger and tension then ratchet it up and up!  GOG will be like that – very Hollywood formula. But really I want to write fun, upbeat, exciting stories.

Other stuff I want to do is make Peri more part of the action, and have fewer heaven scenes. Partly that’s to save on extra backgrounds and characters, and partly because I think it makes the story easier to relate to. Anyway, here’s what I’m thinking of doing:

1. New stronger theme: “angels among us!”

Think “Highlander” meets “Quantum Leap.” Peri and Virgil are both guardian angels who are reborn again and again. They come to Earth to help, but they cannot interfere directly. So in most stories, Peri and Virgil play bit parts.

( Note: how do I stop Peri just solving everything and changing the book – e.g. rescuing Fantine before she slides downhill, or comforting someone who is lonely? Three ways. First, the games move faster so any problem areas are quickly over (like how I made Fantine’s early life be over quickly). Second, angels have to act in secret, yet keep the same face, so they can’t do anything that will draw attention to themselves. Third, and related, Earth is a training ground where people have to learn for themselves. Like Star Trek’s “do not interfere” rule. (Except that angels can interfere, but only by putting ideas in people’s heads, so the people still make the final decision.)

How does this save development time?

No need to make a heaven scene for every game. Easier to reuse characters.

How does this make the game a better experience?

More down to earth (literally!). I think it’s an easier concept to explain to people. And I think it’s an attractive concept: your real life friend could be an angel! Note: this may raise theological questions (especially from unimpressed atheists) but experience tells me that players aren’t really interested in those details.

2. Faster move through the story

Instead of re-writing the story I want to use the original text as much as possible. Basically I’ll show the story as it is, until a natural decision arises, then the characters will only say a few simple clues until the player makes the right decision and it moves on.

How does this save development time?

No need to re-write the story.  In the first three stories I had to re-write stuff is just in case the player does the “wrong” thing, or because I’ve devised some puzzle that’s more complicated than it needs to be.

How does this make the game a better experience?

First, most people buy the game for the familiar story, not for anything I might add. Second, most people like easy games. Ad if a game is easy enough then you don’t need alternate dialog because people will never see it. Sure, it makes each story more linear, but this way you get to see more stories!

3. The game stops for clues.

Right now players might go for clues at any time. So I have to create all kinds of clues to anticipate what the user might do. But my new plan is, when the story reaches a decision point, then you cut to Peri (who is probably nearby) and she comments on the decision and gives a clue. There will still be levels of choices (so you get some satisfaction from working it out yourself) but I won’t need to code other clues for other people, except very simple repetitive ones.

How does this save development time?

Clues are much easier to write.

How does this make the game a better experience?

At first this might seem awkward, but this is exactly what Shakespeare and the ancient Greeks do! When they want to make some point then the Fool or the chorus (or whoever) will step in and make a comment. It’s also what a lot of players do – as soon as they get stuck, reach for the cheat sheet or help file. But it won’t feel out of place because Peri will often be standing nearby. This also helps to reinforce Peri as the star of the show without being “the” star. And since the game will be faster moving there’s no need to give Peri some artificial problems of her own (except those that are naturally part of the main story). So Peri is usually more upbeat, and most of the story is from the original text so the story is just better.

To summarise…

In summary, a story will begin with a cutscene just as in the original book. When a natural decision arrives, the character can’t decide. We pan to Peri (who is the gardener, jailer, or whatever) who gives you a clue for what to do. You do the right thing, and the next cut scene starts. Repeat until story ends. Result: faster story, better story, I spend less time on adding extra stuff, so you get more stories. This makes the game world richer, and quicker, it makse it more exciting as you’re always only a month or two away from the next story, and I can react more quickly to good or bad sales with stories people want. Everyone wins!

→ 4 CommentsCategories: design · philosophy

the long term direction of Enter The Story

October 30, 2009 · 3 Comments

I just spent nearly two hours trying to say what I want to say in this post and I can’t say it in less than five thousand words! But I’ll try.

I have a goal of producing a new story every two months. Maybe every month eventually. It’s hard to describe what I’m planning – I might try and produce the next story after this one (Julius Caesar) in that way, and that will show what I mean.

The thing is, I’ve been doing a lot of thinking about characterization what I really want from this series. I’ve been thinking about what I enjoy and what I don’t enjoy.  And about what is quick to make and what takes a long time; what players like and what they don’t like so much. Bottom line: Genesis of the Gods should be out in December, and Julius Caesar (wait for it…) in February. What do you think?

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demo download now contains BOTH demos

October 29, 2009 · Leave a Comment

The game demo now contains BOTH demos: part 1 is the demo from Les Miserables, part 2 is the demo from the Divine Comedy.

→ Leave a CommentCategories: progress

new pages on the web site

October 29, 2009 · Leave a Comment

The auditions page is updated and the press release has been sent out (see previous blog entry). And I finally got around to creating a separate page about each story, with story specific screen shots. Better late than never!

Les Miserables

The Divine Comedy

Genesis of the Gods

I also added more stuff about Peri, added some high resolution GOG art to the art page, and updated the high resolution heaven pic so it looks more like the heavenly city as used in GOG. (I haven’t updated the smaller version used for the link, just the big one.)

Enjoy!

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the press release

October 29, 2009 · Leave a Comment

PRESS RELEASE

Genesis of the Gods (PC)
from Enter The Story
Auditioning for gods and goddesses

Enter The Story needs photos of ordinary people to use as gods and
goddesses in the next game: Genesis of the Gods. Anyone can send in a
photo. Still to be assigned: Zeus, Athena, Cratos, Persephone, Ares,
Apollo, Hera, and 43 others.

No purchase necessary. You don't need to be a gamer. You don't need to
dress up - even a single face shot will do.

Genesis of the Gods is based on Hesiod's Theogony (the original Greek
creation myth). Anyone who sends in a photo and passes the simple rules
(mainly to ensure they own the photo and agree to its use) will be
guaranteed to become a character in the game. The best fifty photos will
become gods or goddesses, others will be used in later stories. Submitters
can influence the decision in their favor - see details below. The
developer's decision is final.

This is a unique chance to become immortal (in a game at least!)

Full details, examples, and where to send photos:
http://enterthestory.com/auditions.html

Closing date: November 14th
Game release date: mid December. (Other design elements are already in
place: the game currently has place-holders where the gods should be.)

About Genesis of the Gods:
http://enterthestory.com/Genesis_Of_The_Gods.html

Main site:
http://enterthestory.com/

High resolution game art:
http://enterthestory.com/art.html

banners, box shots, etc:
http://enterthestory.com/banners.html

Contact:
Chris Tolworthy
chris@enterthestory.com

→ Leave a CommentCategories: design · progress

re-using characters

October 28, 2009 · 2 Comments

Alex raised a good point in the comments section. So my intended blog (about the personalities of each main character) will have to wait. This is a question that’s come up a few times: What’s with the Valjean-Virgil thing? Why re-use characters? Isn’t it confusing? Should I stop doing it?  Here’s my thinking:

Re-using characters, problem 1: confusion

I need to explain better why familiar faces reappear, I didn’t do that in Dante, because I didn’t want people to feel forced to play Les Miserables first. What I should have done is discussed Virgil’s Aeneid, where he clearly teaches that reincarnation is normal.

NB I don’t personally believe in reincarnation in the usual sense, but in a philosophical sense – more later.

Re-using characters, problem 2: order of stories

What if you read a later story before an earlier one? I’m not sure this is a problem, if handled well. Of course, I could handle it badly, but hopefully beta testers will tell me. Plenty of stories have prequels, or refer to events that happened earlier. For example, the original Star Wars was full of references to the Clone Wars and the Old Republic, Most fans would say that improved the story, and in fact the story was even better if you never saw those prequels :) It adds color. The danger of course is if the prequel becomes essential. The reader should think “wow, what an interesting universe”, they should NOT think “this doesn’t makes sense since I missed the earlier one.”

Re-using characters, problem 3: tension

If I use a familiar character then you know they survive and have friends, so this reduces the possible tension. It just limits the characters I can re-use. I don’t see this as a major problem if I’m careful. For example, it was clear in the original poem of the Divine Comedy that Virgil already existed before the story and would maybe do other things after. Reusing him was not a problem. The problem was with how I didn’t explain reincarnation at all.

I mean, the real Victor Hugo believed in it. The real Virgil believed in it. I missed my opportunity there to explain things.

Re-using characters, reason 1: convenience

My main reason for reusing characters is to not have to create many new animations. That takes ages!

Re-using characters, reason 2: familiarity

My second reason is to establish a team of familiar characters – I like the Quantum Leap idea. Different stories, same person. Or the way that movie stars play different roles yet we like that movie star. I think on balance this is probably the best analogy for me to build on, I think it’s the easiest way for people to understand it.

The problem of course is that people who have already read the books will have a very particular idea of how the character feels inside, and this may conflict with someone else’s idea (i.e. mine). I don’t think that’s really justified, as people on the inside are seldom how they look on the outside, and besides, people change and behave differently in different circumstances. Yet the fact remains that I’m trying to sell these stories so it doesn’t matter what I think, it’s what the reader thinks that matters.

Re-using characters, reason 3: philosophy

The third reason I have characters share is because of an idea I’m very interested in. Put simply, there are very few types of other people:they really are the same. All ideas are categories, and while they may differ in details the main categories are universal. A hero is a hero, a villain is a villain, the details change over time but so what? If one villain uses a gun and another uses poison they could easily be the same person at different times.

I like examining this idea because other people only exist in our minds: really we are all lumps of meat, made up of atoms that are empty space. What MATTERS about a person is their relationships, the ideas they create in the head. For example, a friend and an enemy and an insect will have three completely different ideas of the “same” person. Which is the real one? What is “real” is a creation in the head.

That’s where I’m going with Genesis of the Gods. Gods are just as real as, for example, nations. Here’s a thought experiment: lets say that five seconds after you read this, everyone in the world decides that “America” does not exist. Of course the land and houses and people will still exist, but suddenly it will be up for grabs! You’ll have anarchy for a few years, and pretty soon other nations will take over, and new nations will be created to fill any vacuum. The whole world will change completely and massively. So America only exists as an idea! The gods are the same. Does this mean the gods are not real? Does it mean America is not real? America is far more real than any one person, because what America does means life (or death, but mostly life we hope) to millions of people. If a person does something we can ignore it. If America does something we have to pay attention! So America, this imaginary fiction, this fairy tale in our heads, is more real than any physical thing.

Ideas continually change. This is clearly seen in political parties: Democrats and Republicans now hold opposite views to what they did in, say, Lincoln’s day. It is clearly seen in people – you at age 5 are not the same person as you at age 20, and that is not the same as you at age 80. Now imagine the change if you die and find out you have a new life in this much bigger world called heaven- would you stay the same for very long? Of course not!

Ideas only exist if they are shared. The simper an idea, the more easily it can be shared. So the simpler the idea, the more real it is! Almost all communication is lossy compression- we get used to it. We cope with probabilities and uncertainty all the time – it’s called life. It’s why we’re conscious. Without uncertainty there would be no need for consciousness.

I don’t know if I’m making sense to anyone here, but these are the ideas I’m working with: what is real? If someone changes, if different people see them differently, what is the “real” person? If simpler ideas are more real, perhaps there are only a few real people, and all others are variations. Isn’t that how the brain works? The brain is a pattern making machine: we simplify, categorize, simplify again, define things in terms of other things… all so we can cram as much information into the limited space available.

The characters in my game are instances of archetypes. The instance might evolve during and between stories (all great novels involve characters who change – Les Miserables is a perfect example). I’m interested in what is the irreducible core, what is the simplest possible form, what is the most real. It’s a minimalist thing. :)

But of course if I can’t make this clear to readers then they won’t buy the game and that’s the end of it. Maybe I should drop the philosophy.

Options for the future:

1. Just make all new characters?

This is the obvious solution but it takes ages. Note: I do intend to make new characters anyway, just not so many.
2. Make simplified new characters?

A compromise is to make characters who don’t move much.They’re easy to draw. In effect, Peri would walk, and maybe one other character if you’re lucky and the others would stand around -or walk behind counters and bushes so I don’t have to animate legs. :)
3. Just re-use bodies?

This is another compromise – make everyone look like Virgil, but with a different head.
4. Do it Quantum-Leap style?

Remember the TV series Quantum Leap, In each story the hero would take over the body of a different person. So in each episode we saw Scott Bacula but everyone else in the story saw the other person, who could be male, female, or whatever. That would be a way around it, but would it work if TWO people were replaced? I’m not so sure.
5. Make it a coincidence?

Maybe I should just have characters who happen to look the same.  Sure, all the leading men look like Virgil, but that’s just coincidence. Would that work?

I think this would have to be an “all the world’s a stage” idea where we understand that Peri and Virgil are playing roles. I think this would lessen the tension. Theaters can get away with it because actors can change how they look, walk, move, etc. But in a  game you don’t have that luxury.
6. Just explain it better?

This is my default position. I didn’t really explain how Virgil and Valjean could be the same. Maybe if I did this would all make more sense?

Comments?

→ 2 CommentsCategories: philosophy

Tolworthy’s two laws of characterization

October 27, 2009 · 3 Comments

I’ve been reading a lot about characterization, and watching a lot of TV to see how professional script writers do it. Now we all know that good stories are based on conflict, and good characters are interesting, but I’ve noticed that the best and most popular characters take that to the extreme. So I’ve devised Tolworthy’s Two laws of Characterization, and will try to implement them in Genesis of the Gods.

Tolworthy’s 1st Law of Characterization:

The best characters are in conflict even when they stand still.

Tolworthy’s 2nd Law of Characterization:

The most popular characters want things that we want.

About the first law:

This is not rocket science, but it’s different from what you read in most “how to write” books. Most “how to write” book will tell you that the character must have conflicts. You might come away thinking the conflict comes from the story.  No, their conflict must be inside them all the time, even before the story, and (if you want sequels) after it as well.

Most “how to write” books tell you that your character must have interesting contradictions. You might come away thinking “yes, my character must be unusual and interesting.” No, your character must be a coiled spring, about to explode at any moment unless they keep a tight lid on!

Here are some examples:

James Bond, Batman, etc: it doesn’t matter what the story is, he could be attacked at any moment! He must be ready to fight for his life at any moment!

Harry Potter: it doesn’t matter what the story is, the most powerful evil wizard of all could attack him at any time! And Voldemort is building his armies in the background, so Harry can’t afford to stand still! And when he isn’t fighting evil wizards he’s coping with injustice after injustice at school – teachers who treat him as an idiot, schoolfriends who think he’s a traitor, hormones inside, the Dursleys (in the early books) or Hogwarts is no longer safe (in the later books), and he just wants to be left alone! He never asked for any of this! The point is , J.K.Rowling could write a book entitled “Harry Potter stands still for 400 pages”! and it would STILL be interesting!

Frasier (one of the longest running characters in TV ever): it’s the inner conflicts that make him funny, how he lives for an internal ideal world that does not exist and probably never could exist! All the comedy comes from the conflict between his unrealistic ideals and the real world. Once again he could just stand still for an entire episode, with nothing but a running commentary of what is going on in his head, and it could still be funny. Frasier is not just someone who experiences conflict, he IS conflict!

Interestingly, there are some very famous characters who d0n’t embody this, and so they are never successful on their own. Mickey Mouse for example. He’s become so corporate that he embodies no conflict whatsoever. Occasionally Disney make a few Mickey cartoons, and try to slap on some artificial conflict (by making Mickey a character in a famous story, or making him the straight man in a slapstick comedy) but they seldom last. You can’t make good stories around Mickey Mouse. He’s a mascot, not a hero.

About the second law:

Script writers instinctively know that great characters have great conflicts, so why isn’t every new character successful? Because the conflicts must involve things we want.

One of my favorite TV characters is Becker, played by Ted Danson. It was successful for a while, because it was broadcast straight after “Everybody Loves Raymond” and was  slightly similar (bad things happen to misunderstood hero), but once they put it in a different slot the ratings dropped. Why? Because Becker’s conflict is not about stuff we want. A few people like me wanted it, but most people don’t.

“Everybody Loves Raymond” worked because he just wants to fit in and be liked. Doesn’t everybody? But Becker wanted to be left alone because he was good at what he does, but he doesn’t fit in at all. I understand that! A bet a lot of misfits like Becker. But most people don’t identify with the misfit, they want to identify with the guy who fits in.

It’s interesting to contrast two other doctor misfits. House has a similar premise, but it works because House is always right. Becker is more realistic – he makes mistakes – but House doesn’t. We all want to be like House, right all the time (at least when it matters). On the other hand, Doctor Romano (of ER) was always right, and a misfit, yet people didn’t like him (he was famously killed off in the series when a helicopter fell on him). Why didn’t they like him? Partly because, as a powerful man in the hospital his internal conflict was lessened, but mainly because he completely lacked social skills. We can all relate to Becker and House because we all want to say what we think.But we also want people to know that deep down we’re nice guys. Nobody wants to be like Romano. (Actually I was a Romano fan – because bottom line, he was always right, so he saved lives, but most people want popularity as well).

Characterization in Enter The Story?

In the first two games, my main character, Peri, didn’t have any internal conflict. She was curious and wanted to be helpful, but that doesn’t amount to being a coiled spring of seething potential, did it? And the thing she most wanted – to find answers – is not high on most people’s list of priorities. Luckily the first story, Les Miserables, was based on a book that was packed full of dramatic characters and tension and strong human needs. Even when watered down by my own inferior writing skills, some of the awesomeness of Les Miserables shone through. However, the second and third stories are based on the Divine Comedy and Hesiod’s Theogony -  books that completely lack characterization! So I’m on my own! Victor Hugo isn’t here to rescue me.

In the Divine Comedy I added a “save the world” subplot (well I didn’t actually add it – it was implied in the poem – but I emphasized it and made it the engine for the story.) To be perfectly frank that didn’t add anything to the characterization. First, there’s no tension. Yes, we want to save the world, there’s no disagreement there. And all we need to do is make a journey though various worlds, solving puzzles in each one? No personal conflict there. And let’s look at that engine – saving the world. Specifically the world of the year 1300, by making everyone into a better Catholic, yet all the time questioning if that is really such a great idea. It doesn’t exactly resonate with modern readers, does it?

That’s why I’ve been reading everything I can about characterization, and I realize that I’ve been doing everything wrong! Ah well, we live and learn. (For the record, the original Divine Comedy poem worked well without characterization because people can appreciate its poetry and it’s interesting how somebody wrote that so long ago. Neither of these things really help in making a modern game, since I see no purpose in simply repeating it word for word.)

Anyway, I’m learning. Genesis of the Gods (Hesiod’s Theogony) is like the Divine Comedy in that it has no built in characterization. But this time I’m going to add some! Which is actually really difficult because I don’t want to change the original text. But I am going to interpret it like you’ve never seen anything interpreted before!

I was going to move on to discuss the characterization of the major people in “Enter The Story: Genesis of the Gods,” but this post is long enough already, so I’ll leave that for tomorrow’s blog. See you then!

→ 3 CommentsCategories: philosophy

January 31st 2012, George Washington University

October 26, 2009 · 8 Comments

It’s official then. Genesis of the Gods begins on the evening of Tuesday January 31st, 2012, in an office in the Classical Studies department of George Washington University. And unless you can find the eight Sibylline books that will tell you how to defeat Ouranos (avatar of the Universe), planet Earth will be wiped clean of life twenty-four hours later (our time).

Why January 31st 2012? It’s an end-of-the-world scenario and 2012 is a popular date (thanks to the end of the Mayan Long Count). I Googled “2012″ and noticed that 433 Eros passes very close to Earth on January 31st. 433 Eros is the second largest near-Earth asteroid, and first one to be discovered (back in 1898). More important, Genesis of the Gods begins with the death of Eros, the first and last god, so it seems like a good date.

I like stories with specific dates and places: it makes them feel more real. My only concern is that if GWU doesn’t like the game they could sue me! I’ll have to add references to how it’s a world-renowned center of excellence.

Question for Alex:

The game starts with the death of a classics professor, but I don’t have a name yet. Do you know any real professors who would be happy for me to use their name? In the game, professor [name] is a high profile atheist and world expert on the Greek gods, who has just made a shocking (undisclosed) discovery. You discover him/her slumped over his/her desk, dead, with a bullet to the head. The first task in the game is to find out how he/she died – suicide? Crazy Fundamentalist Christian? Fundamentalist atheist who feels the professor was going to get religion and damage the cause? Secret government agency didn’t want the truth coming out? Other?

I’d love to give the professor the name of a real professor at GWU. A real person who doesn’t mind if I use his/her name. Does such a person exist? If dying on Jan 31st 2012 bothers them I can change the game so they’re reborn at the end (just in time to mark their students papers if the world doesn’t end).

I don’t need to name until late November – it can be added near the end. If more than one professor is willing to have their name used maybe the GWU students would like to vote on who they would like to star in the game?

Come to think of it, I’ll need a genuine student as well, to be a friend of Peri at the university.

More details about appearing in the game: on Thursday I’ll upload an improved version of the auditions page, and put out a press release. (I planned to do that yesterday, but I find myself unexpectedly animal-sitting at my sister’s croft until Wednesday).

What’s this about Peri being at a university?

As I mentioned yesterday, I think it was a mistake to make Peri’s identity and location too vague. She needs a definite base on Earth, so that players can identify with her. A university is a good start, as it naturally connects with all kinds of other ideas, and interesting people pass through all the time. Plus, a lot of people who read game web sites are at university :)

However, I established in the first two stories that Peri was born in nineteen century Paris and can’t be seen or touch anything on Earth: how do I solve that problem? Easy. Even in the first game it was hinted that Peri had previous lives. So the rule is: Peri can live AS ONE PERSON in each story. Either she can be born there, or just pass through (as long as it makes sense for total strangers to appear, like at a university where you might often get foreign students coming and going). In Les Miserables, Peri was born and died as a baby. That means she could not then come back as another physical person. In the Divine Comedy she had already lived as Beatrice (although she could not remember the details). This means she could only do things that Beatrice would do: that is, she could not appear in Hell except in jobs normally assigned to heavenly angels, but she could appear all the time in heaven, because that would be appropriate for the mortal Beatrice who Dante knew.

To summarize: In Les Miserables, Peri lived and died as a baby, just before the story began. In the Divine Comedy, Peri lived and died as Beatrice, a few years before the story began. In Genesis of the Gods, Peri lives (and continues to live) as a student at GWU.

Should Peri be born in modern times?

Peri can be reincarnated and born new on Earth for each story. But it’s not essential. I’m not decided whether Peri should have grown up near GWU or not. I’d like it, as I’ll be returning to this location in future stories, so it’s a major place for her to live. It might help players to identify with her:  “Hey, maybe I am a reincarnated angel like Peri,and I never realized until now!”

But it might be confusing to players: if Peri is in an every-second-counts scenario, how can she afford eighteen years to be born and grow up?

Of course, being born near GWU is not really a problem: as a time traveler she can take as long as she likes to prepare for a problem, but the clock is still ticking toward January 31st 2012.  And she can’t go back over her own time frame to try things again and again (except for users loading saved games!).

But on balance I think it would be make the game feel less urgent. I think it feels more exciting if Peri just enrolled at the University a few weeks earlier. So where er Peri is, there is action! And no eighteen year waits while she grows up in each story.

A compromise might be for Peri to appear on Earth, and then (due to time lines automatically correcting themselves), memories and records of her earlier life instantly appear. So everyone remembers growing up with her, even though she only appeared yesterday.

What do you think?

→ 8 CommentsCategories: design · philosophy

I need the name of a college!

October 25, 2009 · 3 Comments

Genesis of the Gods begins in a college in the USA. Somewhere with a department that studies Greek mythology. Can anyone suggest one?

→ 3 CommentsCategories: Uncategorized

Still working on that intro:)

October 25, 2009 · 2 Comments

1zap_4

I was just reading some web sites on “how to start a novel,” because this game is much more like a novel than a game, and I want it to start with a bang and hit the ground running.  I then realized that I’m doing the opposite of everything that everyone advises! They say start with a well defined character and well defined location (that’s why so many books use tropes) , but my main character is a cipher and my locations are entirely alien and mysterious. I mean, how many stories are based in heaven? How many stories star guardian angels? And they all say that the main conflict, preferably with a clear hero and clear villain, is clear and memorable from the start. So I’ve added a more dramatic pre-intro sequence (see the still image above), and I’m working on defining Peri’s identity and home base far more clearly.

Luckily the game is still flexible enough at this stage for me to make those kind of decisions!

→ 2 CommentsCategories: Uncategorized