Tales of the Rampant Coyote
Ye Olde Archives. Visit the new blog at http://www.rampantgames.com/blog/ - and use the following feed: http://rampantgames.com/blog/wp-rss2.php
Ye Olde Archives. Visit the new blog at http://www.rampantgames.com/blog/ - and use the following feed: http://rampantgames.com/blog/wp-rss2.php
Wednesday, October 04, 2006
How To Get Me To Buy Your Indie RPG
I think of myself as a "golden" customer for indie computer roleplaying games. RPGs are one of my favorite game genres. I'm an "old-school" player who values story, character, and gameplay over flashy graphics. And I'm already at least somewhat "tuned into" the alternative, "indie" games scene. (Hey, I try!) I've written articles evangelizing what is good about indie games, particularly indie RPGs, and about the benefits of buying indie.
I've been a professional game developer for the mainstream industry for a few years, an indie developer for a short but interesting time. I offer a few of the best indie games for sale on the Rampant Games website. I can't say, "I sell a lot," though hope springs eternal.
But besides making and occasionally selling indie games, I'm very importantly a customer! About half my game purchases this year have been indie games. I play them, and I talk about them.
So now that I've hopefully established some level of cred, I'm gonna rant. See, I've actually INTENDED to buy several indie RPGs lately. But I haven't. Because I got so bored and annoyed long before I completed the demo. A couple of these demos have been fairly high-profile (well, as high-profile as you get from being an indie). I imagine if I toughed it out a little while longer, I might actually get to the part where the games are actually ... uh... fun.
I shouldn't have to do that.
How Not To Do It
This is done wrong in far too many games, especially indie games, and the RPGs are among the most heinous offenders. Let me share a hypothetical example fused by several game demos I've played recently, particularly the aforementioned roleplaying games.
I start the game. I face a pretty cool title screen and menu. Thrilled and anxious for hours of fun in store for me, I click the "New Game" button.
In some cases, I'm then faced with character generation. Now, I'm kind of a power-gamer with my RPGs, so I actually LIKE making characters. But here, I'm faced with an unfamiliar rule system an unfamiliar setting, and absolutely no understanding of how my choices might affect the game. Is it okay for me to make a character that looks like a lizard? Am I going to be shunned at all human cities if I do that? What about the "basketweaving" skill... is that going to be important? Am I going to be barred from the end-game because all of the later bosses can only be defeated in epic basket-weaving contests? And chosing the "default" characters - well, they are obviously less-than-optimal, otherwise they wouldn't offer the customized character option, right? And doesn't that defeat the whole point of making your own character?
Once I know what I'm doing, I may be happy to play with the stats and numbers and even play through the whole game a couple of different times using different characters. But when I first start out, this is a daunting and frustrating experience.
Now, whether I had to create a character (or four, or six...) or not, I now move on to the real game! Here we go! I face... text. Screen after screen of explanations about the world and how to play. My eyes glaze over at about the third page in, and I worry that I'm going to be missing key information that I won't be able to figure out later. Maybe the game relinquishes control to me at some point, so I perform my first actions, and .... there's more text. Explaining what to do next. Stuff I'm probably going to forget five minutes from now.
Finally, wading through tons of explanatory material, I'm now kinda-sorta on my own (with some actually helpful hint messages appearing from time-to-time), and I'm supposed to... navigate my character's bedroom or something. Maybe talk to people. Get some clues that there may be something going on that I can't do anything about right now. Or maybe I hear of something going on that might not involve me at all.
Fifteen minutes into the game, and I exit. Maybe I remember to save my game, so I can skip the boring part and hopefully move on to something interesting. Assuming I play it again. And even if I do, it might be so long that I've forgotten all those game-halting tutorial instructions on how to play or what's going on. Which means I'll be utterly lost and probably not having a good time.
That game has lost a sale. To ME, a guy who really wanted to like the game from the get-go. I was a sympathetic, potential customer with money to burn. What went wrong?
Start With A Bang
David Siegel presented something called his "Nine Act Story Structure" theory at CGDC ten years ago, based on his analysis of the top-grossing films of all time, and how they might be applied to games. According to his theory, the story really begins at Act 2, "Something Bad Happens." After the establishing shot to ground the audience in the setting, and possibly a hint of backstory to illustrate the brewing conflict between the protagonist and antagonist, you move on immediately to the BANG! In his words, "If it doesn't happen in the first four minutes, you've started the story too soon."
There's a literary technique called, "In Medias Res." I don't speak Latin, so this term could mean, "Caeser Augustus Sucks!" as far as I know. But I'm told it means, "Into the middle of things." It's a popular and effective technique often used in literature, comic books, movies, TV shows, plays, and *GASP* videogames. It basically means you don't start at the beginning of the story, but rather somewhere in the middle, when things are really getting exciting, and let the audience catch up. While I'm not advocating always starting when the story is halfway complete, the technique is simply another way to start with a bang and get things rolling as quickly as possible.
Players are playing a game rather than reading a book or watching a movie because they want to actually ... you know... play. So why not give them what they want? Start out with a bang! Get them in, get them playing! Give them only enough hook to pique their interest and enough setting / background to get some basic grounding, and enough instructions only to get them started. It doesn't matter if they don't know what they are doing - pitch them some easy, slow balls and tell them how to hit it as they are swinging. The point is to get them interested in and actually playing the game in the first five minutes.
I've seen several games do this successfully, and they usually follow these steps:
#1 - Give an EXTREMELY brief introduction to setting and their character
Keep it short, sweet, and to-the-point. Remember Star Wars? Lucas knew what he was doing back then. He didn't explain what the Clone Wars were, or explain the entire political landscape of the Empire. He didn't need to. He just mentioned them briefly, in passing, and our imagination filled in the rest. Arguably, our own imagination was far better than his ultimate realization of them in the latter films.
The player isn't interested in your world, yet. Giving them tons of background information right off the bat is only going to make them less interested. Tell them as little as they need to know in order to get some kind of context when they start out. Maybe give them a hint as to bigger things looming on the horizon. You can fill in details later as they play.
When I say brief, I mean BRIEF. I sat through an introduction to a game last night that was so long I literally started falling asleep during the middle of it. I didn't want to skip it, because I was afraid I might miss something important. Not that I'd be likely to remember much nodding off as I was. Now, it was late and I was on cold medication - but THAT SHOULD JUST NOT HAPPEN.
#2 - Give the player an objective
Give the player some interesting task right off the bat to get them interested and keep them focus. Sticking their character(s) in mortal peril right off the bat is a good way to do this, and comes right out of the "In Media Res" handbook. Getting them embroiled in a mystery that directly involves them is a good one, as well.
#3 - Ask questions that the player might find interesting
A good RPG opens with one or more questions related to the plot, setting, and/or the player's character. This can get them interested in more information about the world and what's going on. It also helps propel them into action to find out more.
#4 - Start the action!
The player now starts DOING STUFF. Important, interesting stuff, related to #2. Wandering around something that feels like a tutorial level isn't it.
#5 - Explain As You Go
Ideally, the player should be able to advance the game with only minimal instructions and a subset of commands. The game should let them do something cool and useful with something as basic as just moving around to begin with. Hitting the player with instructions and background information every two steps is no better than giving them a data-dump before they begin to play.
As far as character creation, there are several tricks that get used to delay the binding on the detailed character customization until later in the game, when the player is more familiar with it. And there have been tricks that made character creation part of the game itself. The important part is not to stick the player with some decision he may not be happy with before he knows what he's doing.
Games That Did It Right
Aveyond
#1 - Intro: A priestess falls to an enemy that should no longer be around. She summons the player's avatar, a plain ol' ordinary farmgirl (yeah, right) to her aid.
#2 - Objective: Help the priestess. Find out information from her. Oh, and very shortly, the "escape from slavery" objective comes up.
#3 - Questions: Why did the priestess summon Rhen of all people to her aid? What is Rhen's father hiding? Who attacked the priestess?
#4 - Action: The princess needs help! Find the healer and bring her back!
#5 - Exposition: The player is told what they need to do as it comes up in gameplay. Ditto for learning about the world. The player only gets character customization choices as they gain levels.
Ultima VII: The Black Gate
#1 - Intro: The Guardian appears in the introductory cutscene. Mocks the player. Upon starting the game, the player finds themselves tasked to investigate the scene of a grisley murder.#2 - Objective: Investigate a murder. Find out whodunnit and why.
#3 - Questions: Who is the guardian, and what's his connection to the Avatar (the player's character)?
#4 - Action: Investigate a murder. Find out what people know. Follow a trail of bloody footprints.
#5 - Exposition: Name? Job? Ultima VII was pretty old school, and expected you to RTFM to play. However, it also gently eased you into gameplay. And... ummm... this game technically had character advancement, but I think it was minimal.
Elder Scrolls IV: Oblivion
#1 - Intro: Monolog from the Emperor, giving (perhaps too much) exposition and hinting of darkness coming. The player appears as an unknown prisoner, getting mocked by a fellow prisoner. He / she soon finds that they are a person with a hint of potential (from the emperor's recognition), and basically the right person in the wrong place at the wrong time.#2 - Objective: Escape. Save the Emperor if possible.
#3 - Questions: Who is trying to kill the emperor, and why?
#4 - Action: The dungeon escape
#5 - Exposition: The "tutorial level" is the prison escape sequence, and it gradually introduces the game in fun and interesting stages. Character generation is largely organic, and a class is suggested to you. You can take the defaults, or customize it if you feel like it. Designing your character's look is actually a bit of a game-halting experience, unfortunately.
Final Fantasy VII
#1 - Intro: A mysterious girl, a city that looks fairly modern but quirky, a train, some dudes jumping out of it and... guys with guns trying to kill you.#2 - Objective: Guys with guns trying to kill you. Oh, and you are a mercenary working for some militant environmentalist group. Blow up the reactor and don't get killed.
#3 - Questions: Who are you, really? That question takes up much of the game. And who's the mysterious flower-girl. And what is Shinra really up to?
#4 - Action: Guys. Guns. That's action, in the first 30 seconds.
#5 - Exposition: The game tells you how to defeat the guys with guns as they are shooting. Again, the "tutorial" level is actually a pretty fun, full-fledged game level that is an integral part of the plot. It just happens to be laid out in such a way that it only requires a gradually increasing subset of the commands to get through as you play. Character advancement was largely automated.
So Whatcha Gonna Do About It?
All I can do is rant a little bit about how I'd like to see things. I'm a developer and have an RPG design "in the works," so you can bet I'm going to try to apply these steps to it where I can. I'm not perfect, and maybe someday I'll be reading someone else's rant about where I screwed up. But hey - ya gotta learn somehow!
Otherwise - as players - we can send feedback to developers! We can let them know what we like and don't like about their games! One of the cool things about the indie games world is that the developers tend to listen to their customers. And they implement those suggestions - not only in future titles, but also going back and updating games that have already been "done." After all, indie games tend to have shelf-lives measured in YEARS rather than weeks (like the mainstream, brick-and-mortar industry). Who wouldn't like to make a few changes to an existing title and double their sales?
And hey - if you think I'm up in the night (I'm still on cold medication, after all), feel free to tell me so. Maybe you like reading pages of instructions for ten minutes before playing! Whatever floats your boat. But personally, I think there's a better way.
Labels: Roleplaying Games
Comments:
Links to this post:
<< Home
I agree with all of this--perhaps more so because gaming is not my main activity, so a new game has to compete with everything else I'm interested in. And I really, really hate feeling like I'm not "doing it right." I want to feel like there's room for me to screw up while learning a new game without ruining future gameplay.
Not to be overly nitpicky, but it's actually "in medias res." But I only correct you out of sweet platonic love and because I am an anal-retentive grammar Nazi.
Not to be overly nitpicky, but it's actually "in medias res." But I only correct you out of sweet platonic love and because I am an anal-retentive grammar Nazi.
Nice analysis. It was kinda fun to look back at my own indie RPG Sacraments (a hobbyist entry to an RPG compo) through the lens of your post:
1) In Sacraments you learn about the history of the game world as you go along. You get told what you need to know up front, which isn't much, but the burden of educating you about the game world falls to characters you meet throughout your journeys, usually on a need-to-know basis.
2) In Sacraments, I made sure that there was always an objective. There's one little place where you're wandering around in a forest not sure what to do next, but it finds you pretty quickly.
3) I tried to foreshadow some things throughout the story of Sacraments, and implicitly posed some questions to the player. Not sure how well I did on this measure, though, as the player could just play through without worrying about such stuff.
4) This might be the one where Sacraments falls down the most according to your measures. You start out with a mission of sorts, but you can wander through town and liesurely talk to people before you get out there and start it. You certainly don't start "in the thick of battle."
5) I think Sacraments does a pretty good job of explaining as you go. Help popups appear only when you need to know. For instance, the "combat help" screen only shows up when you enter your first combat. The simplicity of Sacraments' game system made this pretty easy, though - a much more complex system would of course make such an approach harder.
A couple of points:
* I think the problem with the inscrutable character generation, introductory text, and tutorial levels is a symptom of the increasingly more complex game systems used to handle the game world. Personally, I think there's virtue to a simpler system, or at least one in which the player has less control. Most people will only play through a given RPG once, so why not constrain the options a bit? As game designer, you can help optimize their experience by making some of the decisions for them.
* The other thing to remember about indie RPG's, though, is that out of all genre's, RPG's are the hardest to get right, especially with these more complex game systems. One thing I really struggled with in Sacraments was game balance. I still don't think I got it right in the final game, as some parts are too hard and some parts are too easy. But when you have character customization capabilities, it's literally impossible to play through the game enough times to discover whether there are any imbalances and, if you do find one and tweak the system to address it, to play through the game enough times to make sure it doesn't create a greater imbalance elsewhere. I really admire an indie RPG that gets game balance right, because I experienced firsthand how extremely difficult it is to get right. (It also means I try to cut indie RPG's some slack when it comes to game balance if I can.)
Anyway, nice analysis. I wish more indie RPG's would take those points to heart, too.
1) In Sacraments you learn about the history of the game world as you go along. You get told what you need to know up front, which isn't much, but the burden of educating you about the game world falls to characters you meet throughout your journeys, usually on a need-to-know basis.
2) In Sacraments, I made sure that there was always an objective. There's one little place where you're wandering around in a forest not sure what to do next, but it finds you pretty quickly.
3) I tried to foreshadow some things throughout the story of Sacraments, and implicitly posed some questions to the player. Not sure how well I did on this measure, though, as the player could just play through without worrying about such stuff.
4) This might be the one where Sacraments falls down the most according to your measures. You start out with a mission of sorts, but you can wander through town and liesurely talk to people before you get out there and start it. You certainly don't start "in the thick of battle."
5) I think Sacraments does a pretty good job of explaining as you go. Help popups appear only when you need to know. For instance, the "combat help" screen only shows up when you enter your first combat. The simplicity of Sacraments' game system made this pretty easy, though - a much more complex system would of course make such an approach harder.
A couple of points:
* I think the problem with the inscrutable character generation, introductory text, and tutorial levels is a symptom of the increasingly more complex game systems used to handle the game world. Personally, I think there's virtue to a simpler system, or at least one in which the player has less control. Most people will only play through a given RPG once, so why not constrain the options a bit? As game designer, you can help optimize their experience by making some of the decisions for them.
* The other thing to remember about indie RPG's, though, is that out of all genre's, RPG's are the hardest to get right, especially with these more complex game systems. One thing I really struggled with in Sacraments was game balance. I still don't think I got it right in the final game, as some parts are too hard and some parts are too easy. But when you have character customization capabilities, it's literally impossible to play through the game enough times to discover whether there are any imbalances and, if you do find one and tweak the system to address it, to play through the game enough times to make sure it doesn't create a greater imbalance elsewhere. I really admire an indie RPG that gets game balance right, because I experienced firsthand how extremely difficult it is to get right. (It also means I try to cut indie RPG's some slack when it comes to game balance if I can.)
Anyway, nice analysis. I wish more indie RPG's would take those points to heart, too.
Me too. While it'd be terrible for my schedule, I'd really love to get sucked into an RPG again - especially a unique, quirky, indie RPG.
Fortunately I've got a couple more of 'em I'm gonna be trying out in the next few days, so hopefully I'll find some pleasant surprises.
And I may go back and give at least one of those games I already tried a second shot.
And Space Bumby - thanks, I corrected the spelling.
Fortunately I've got a couple more of 'em I'm gonna be trying out in the next few days, so hopefully I'll find some pleasant surprises.
And I may go back and give at least one of those games I already tried a second shot.
And Space Bumby - thanks, I corrected the spelling.
I'm wondering how much of this could be applied to other, non-RPG games. Perhaps even multiplayer games with singleplayer tutorial sections?
Coincidently, that's exactly where I'm at with my game at the moment. It's a multiplayer-only game with a singleplayer tutorial section (which doesn't really make it multiplayer-only, does it?). Anyway, it's been a tough road trying to obey the "pique their interest in 5 minutes or less" rule while also explaining what players will need to know in order to avoid getting creamed online.
The plan was to slowly teach the player the basic game mechanics (here's how to move, here's a powerup, here's an objective, move to the powerup, move to the objective, etc.) and then, suddenly, have the enemies zone in and start a surprise assault. Unfortunately, I'm finding that actually explaining all of those things takes far longer than 5 minutes and it's pretty boring, too.
After reading this, I'm debating about basically starting the assault right off the bat and letting the player figure out the rest on their own (with helpful hints along the way, of course).
Coincidently, that's exactly where I'm at with my game at the moment. It's a multiplayer-only game with a singleplayer tutorial section (which doesn't really make it multiplayer-only, does it?). Anyway, it's been a tough road trying to obey the "pique their interest in 5 minutes or less" rule while also explaining what players will need to know in order to avoid getting creamed online.
The plan was to slowly teach the player the basic game mechanics (here's how to move, here's a powerup, here's an objective, move to the powerup, move to the objective, etc.) and then, suddenly, have the enemies zone in and start a surprise assault. Unfortunately, I'm finding that actually explaining all of those things takes far longer than 5 minutes and it's pretty boring, too.
After reading this, I'm debating about basically starting the assault right off the bat and letting the player figure out the rest on their own (with helpful hints along the way, of course).
Actually, I think these apply pretty well across most game genres. RPGs just seem to be the ones with the most violations, mainly because of their inherent potential complexity.
As to the multiplayer "tutorial" element - man. That was my world working on Void War. It scared me so bad I'm reluctant to do another multiplayer game. That sort of experience leaves SCARS, man! Good luck :)
(Of course, then I get a Massively Multiplayer game as my day job, so there was just no winning.)
As to the multiplayer "tutorial" element - man. That was my world working on Void War. It scared me so bad I'm reluctant to do another multiplayer game. That sort of experience leaves SCARS, man! Good luck :)
(Of course, then I get a Massively Multiplayer game as my day job, so there was just no winning.)
Coyote, send me an email from the form on my site (Contact link is on 'shortcuts' on every page!). I'll get you a beta so you can rave about my latest and get me millions of sales. Unique and quirky, I've got!
I think it's EXACTLY what you want. Not because I'm Supergamemaker, but just because I'm going through your list there and checking my game off against them all with flying colors. There is one spot of notable weakness - you don't learn anything of the Big Scary Plot until a ways into it. But it definitely gives you things to do and reasons to do them beforehand (the usual mini-quests, helping people out). And once I get the intro movie in (very very short, mind you!), or if you play the original Loonyland first, you'll have a Big Scary Goal from the get-go. Something slightly dark and mysterious (and ridiculous) hanging over you the whole way. Not really an objective you can do much to pursue at that point, but a little hook to get you interested.
And if it's not exactly what you want, then the feedback would be useful!
Also, I recognized just what game (developer...) you were talking about with the character creation. I feel the same way about that. I love to make characters, but not when there's so much to consider that I can't possibly have any understanding of yet. I suppose that's why there are pre-built characters, but having that custom option there makes me need to customize. Otherwise I'm missing out! What I prefer is a game where you start with basic default stats (pick a class, at most) and can gradually improve as you level. Just like Diablo II. That way all that customization effort gets spread out over the game, and I find myself thinking "Okay, in half an hour when I finally level up, I'm gonna go with more fire bolts..." The games you are talking about have that, but it's like you gain 10 levels before the game starts, and you're overwhelmed with choices.
I think it's EXACTLY what you want. Not because I'm Supergamemaker, but just because I'm going through your list there and checking my game off against them all with flying colors. There is one spot of notable weakness - you don't learn anything of the Big Scary Plot until a ways into it. But it definitely gives you things to do and reasons to do them beforehand (the usual mini-quests, helping people out). And once I get the intro movie in (very very short, mind you!), or if you play the original Loonyland first, you'll have a Big Scary Goal from the get-go. Something slightly dark and mysterious (and ridiculous) hanging over you the whole way. Not really an objective you can do much to pursue at that point, but a little hook to get you interested.
And if it's not exactly what you want, then the feedback would be useful!
Also, I recognized just what game (developer...) you were talking about with the character creation. I feel the same way about that. I love to make characters, but not when there's so much to consider that I can't possibly have any understanding of yet. I suppose that's why there are pre-built characters, but having that custom option there makes me need to customize. Otherwise I'm missing out! What I prefer is a game where you start with basic default stats (pick a class, at most) and can gradually improve as you level. Just like Diablo II. That way all that customization effort gets spread out over the game, and I find myself thinking "Okay, in half an hour when I finally level up, I'm gonna go with more fire bolts..." The games you are talking about have that, but it's like you gain 10 levels before the game starts, and you're overwhelmed with choices.
Yep, it's definitely a fine line between overwhelming the player with info and boring them or giving them too little info and sending them off to get slaughtered by more experienced players. Both ends of the spectrum result in the same thing: player gets bored, player quits playing.
With Void War, I think I jumped right in and hoped for the best. Maybe not the best route but it was fun and seemed to work for me (atleast until I got to the alien ship level and was promptly reminded how much I stink!).
And ouch on getting an MMO. In this case, it's me who needs to be wishing you luck. :]
With Void War, I think I jumped right in and hoped for the best. Maybe not the best route but it was fun and seemed to work for me (atleast until I got to the alien ship level and was promptly reminded how much I stink!).
And ouch on getting an MMO. In this case, it's me who needs to be wishing you luck. :]
Hamumu-
I don't think it's important to tip the "big scary plot" early on. In fact, I'd go so far as to say it's boring to know the plot from the very beginning. I like games where halfway through the significance of what has gone before starts dawning on you, or when some great twist happens when you least expect it. As long as there's something compelling leading you up to that turning point, I think it's fine. Twists and turns in plot are good - keeps the player on his or her toes...
I don't think it's important to tip the "big scary plot" early on. In fact, I'd go so far as to say it's boring to know the plot from the very beginning. I like games where halfway through the significance of what has gone before starts dawning on you, or when some great twist happens when you least expect it. As long as there's something compelling leading you up to that turning point, I think it's fine. Twists and turns in plot are good - keeps the player on his or her toes...
Actually, I agree that knowing the full objective of the entire game at the very beginning isn't very fun. Like I said, though, a "hint" as to what is looming on the horizon means that when you finally hit that point of the story, it hits all the harder.
Again- an example being FF7. Sephiroth isn't even revealed intil a quarter of the way into the game - and even then, he's almost sympathetic, right up until the point where he kills Aeris (then he becomes unforgiveable, of course!!)
However, you do find yourself embroiled in a battle against Shinra - which, for all intents and purposes, created Sephiroth. First the player deals with the almost impossible foe of Shinra, and then runs smack into Shinra's offspring, which can destroy the world so much faster.
So it's still all related. I think it would have been far less intriguing if the game started with Cloud battling some minor foe that would be forgotten three hours into the game.
Again- an example being FF7. Sephiroth isn't even revealed intil a quarter of the way into the game - and even then, he's almost sympathetic, right up until the point where he kills Aeris (then he becomes unforgiveable, of course!!)
However, you do find yourself embroiled in a battle against Shinra - which, for all intents and purposes, created Sephiroth. First the player deals with the almost impossible foe of Shinra, and then runs smack into Shinra's offspring, which can destroy the world so much faster.
So it's still all related. I think it would have been far less intriguing if the game started with Cloud battling some minor foe that would be forgotten three hours into the game.
Yeah, I agree not to give away the show. But that's what I mean - in the first part of my game, you really have no hints or darkness or anything. You're just doing petty little tasks for ordinary people. It's after an hour or two that you get hit with the first looming threat indication. And I know it would've been better to start the hints before. Or maybe it does have hints all along... I don't know. Because there are the killer toys from the beginning, and people do keep mentioning them. And they do tie into bigger issues... it's weird.
But on the plus side, like I mentioned, there's the tie to the first game that tells you that you are still hunting the Happy Stick Witch, and so that's kind of the big issue, it's just sort of ignored at first. Actually, the whole game kind of has you getting swept up into events and having to deal with them. You never really get a chance to do much hunting. But maybe you won't have to.... DUN DUN DUN.
I'm most excited about the series as a whole. It's a huge multigame arc that incorporates enormous twists that completely rewrite what you know to be true, but you can look back at the earlier games and see how it fits together. Or so I hope you'll be able to. After making the first game, I thought about a second game but never did anything, and all these crazy ideas came up, because the whole thing really needs to connect to Dr. Lunatic - how did the heroic young boy become a twisted psychopathic elvis impersonator? And that's what the series sets out to explain, in a very unexpected way. I think of it like Babylon V. I always loved how that series, thoroughly unlike the muddled mess of the X-Files, had a huge 5+ year arc plotted out from episode one. Futurama did an awesome job with that too. You can even freezeframe in the first episode to see things they put in relating to the finale. I love that, that's my inspiration (although I made the first game without any future plans, but at least I'm on track now).
I know, I don't need to ramble about my game. Sorry. It's what gets me hyped up. This is my magnum opus!! At least it is now that Supreme is done. One opus down, next is on the chopping block. Poor penguin.
But on the plus side, like I mentioned, there's the tie to the first game that tells you that you are still hunting the Happy Stick Witch, and so that's kind of the big issue, it's just sort of ignored at first. Actually, the whole game kind of has you getting swept up into events and having to deal with them. You never really get a chance to do much hunting. But maybe you won't have to.... DUN DUN DUN.
I'm most excited about the series as a whole. It's a huge multigame arc that incorporates enormous twists that completely rewrite what you know to be true, but you can look back at the earlier games and see how it fits together. Or so I hope you'll be able to. After making the first game, I thought about a second game but never did anything, and all these crazy ideas came up, because the whole thing really needs to connect to Dr. Lunatic - how did the heroic young boy become a twisted psychopathic elvis impersonator? And that's what the series sets out to explain, in a very unexpected way. I think of it like Babylon V. I always loved how that series, thoroughly unlike the muddled mess of the X-Files, had a huge 5+ year arc plotted out from episode one. Futurama did an awesome job with that too. You can even freezeframe in the first episode to see things they put in relating to the finale. I love that, that's my inspiration (although I made the first game without any future plans, but at least I'm on track now).
I know, I don't need to ramble about my game. Sorry. It's what gets me hyped up. This is my magnum opus!! At least it is now that Supreme is done. One opus down, next is on the chopping block. Poor penguin.
A nice read. Thanks for some good tips, I'm currently working on my first game design project and I hope to get a copy of the alpha version to you. The demo level may be available as soon as March 2008. Though this is an old article I'll assume you still have some interest in the topic, will contact you when it reaches more of a playable stage. Regards, Edd.
Post a Comment
Links to this post:
<< Home


