ScumRat1

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ScumRat1 last won the day on July 9

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  1. Well I would want to spend that time developing the story line of a character the player may never even meet. "Was this character a good person? What did they do for a living, what things do they hate, love, ect." Then I would go from there to my check list, then I would go to a short paragraph about their early life, then a paragraph on how they interacted with someone of the characters the player will meet, then their death. From there I would probably leave some form of item, or journal in the game that leaves clues as to what kind of person they were, and what happened to them. I'm a firm believer that the time you put into your story, and your characters makes your story, and your characters better.
  2. There are a number of reasons you can want to force immersion. For one games that are good at forcing immersion, are typically regarded as "Good" games. Does this mean that any game that doesn't force immersion is bad? No. Does this mean that all games that force immersion are "Good"? No. What it means is that players enjoy an immersive experience. They like a world they can explore, secrets they can uncover, and interesting npcs for them to encounter. When I say forcing immersion I mean a variety of tactics and tools used in order to pull the player into your story, and world. I don't mean just putting in random stuff into the game, then not letting the player progress unless they read up on the lore.
  3. That's an important part of placing your characters into that story, but the point I'm making is that for me, it helps to know a lot about my characters history, and then place them into that situation. Writing them becomes far easier, and more believable, and it also provides constancy while allowing for character growth.
  4. Oh this isn't necessary for a story I think knowing these things about your characters is necessary for their character development. Story development while a similar process, is taking the characters you've created (You knowing their hobbies, fears, wishes, goals, ect.) and placing them into situations that have a beginning, middle, climax, and resolve. It's very similar, and I should have been a bit more descriptive by what I meant exactly. Now my reasoning behind making sure every character has at least one of each of my list, is due to my theory that everyone has at some point in their life, experienced both large, and small forms of tragedy. It doesn't necessarily have to be death, Losing a business can be a tragic experience for some people, or a nasty break up, anything that causes suffering, destruction or grief. Not to be morbid but it's almost safe to say most people have at some point experienced that. Also it's safe to say most people have experienced some form of happiness, it could be any memory that the character would hold fondly. Also everyone has a hobby, and a persons hobby can say a lot about what type of person they are. For example a if our character was a game maker, we could assume they had some creative skills, or perhaps enjoyed technology to some extent. This would help craft them. The examples I gave, were merely just ways you can introduce that story without an exposition dump. I also agree that stories don't require tragedy at all. I have a few characters who have experienced tragedy but it's never once hinted at during the game, it's more for me to understand who my characters are a bit more, then if I feel the player should have the chance to get to know more about my character (or I'd like to add more flesh to the world) I'll introduce a scenario similar to my example story, to introduce the lore of that character to the player.
  5. Well my goal when developing quests, is obviously to make the player think more about the world and characters I've built and look at them more closely. In my opinion quests should be constructed and used as a tool, to almost force a player to immerse themselves in my game. Now you've brought up padding game time, which I agree is something these styles of quests do, but that's only as a secondary effect. Obviously the game is going to be longer, because now the player has to take more time to learn about the world, or a character, or an item, and how interacting with it in the right way will progress them through the quests. That's a side effect of this style of quest design, not the intent. At least it's not the intent when I design a quest anyhow, I can't speak for other developers, or writers.
  6. I'd like to preface this with an important note. How characters are developed varies drastically from project to project. For example, and MMO will probably spend no time at all on Character development, and that's because many MMO's want their characters to be consistent throughout your game play. The blacksmith you buy armor from isn't just going to switch careers one day, and decide he wants to be a baker now, because the MMOs need him to constantly be a blacksmith. However strictly speaking in a traditional RPG, you have a decent amount of wiggle room with your character development. It also has the bonus effect of adding tons of content (journals, clues, implied stories from objects) and also lore (The story that content tells) to your game. This can both give your game a bit of replay value, and make your world have a more dynamic and lived in feel. People aren't always the same, people develop and get new hobbies, or new jobs, or lose friends or loved ones. I will provide two examples of how this can be implemented into a game, one good, and one that I consider bad. Example One: Our game takes place in a fantasy world, with monsters. You play as our heroic hero, HeroFace McToughperson, who is a resident of CityTown. Now there is a blacksmith in CityTown named Blacksmith McHorseshoes, he builds the best armor, and weapons in all the land, and gives them to the guard for just the cost of materials. After sneaking into BlackSmith McHorseshoes house you walk by a few pictures of him with a younger man who looks a lot like him. You assume it's probably his son or something,and find it weird that you've never seen him anywhere. Then upon entering one of the side rooms, you notice it's very well kept compared to the rest of the messy house. It looks like no ones been in here in a while. That's when you notice, in the corner of the room, and older looking version of guard armor. Upon inspecting it, it becomes clear that it's of low quality and has a giant hole in the back. So you sneak around the house a bit more, and then leave. Maybe a bit later, you hear a guard talking about his friend, Private McHorseShoes, who he used to guard with, and he mentions how he misses him. Bam suddenly it all clicks, BlackSmith McHorseshoes had a son, who was a town guard, who was killed one night, because his armor was faulty. That is why BlackSmith McHorseshoes gives the guards their armor for so cheap. Suddenly your world has more depth, and BlackSmith McHorseShoes has an entire life that he's lived, and seems much more real. You've also told a much more profound story than you ever could of with dialog, or cutscenes. No one is shouting out exposition, and it almost feels like you shouldn't know that about BlackSmith McHorseshoes. His life has privacy, tragedy, and his son had friends, and fellow guards who are quietly morning his loss. You told that entire story, with a few subtle hints, and one character mentioning missing his friend. (there are obviously a ton of ways to do this without any character mentioning it at all) Example Two: You play as HeroFace McToughPerson, and you go talk to BlackSmith McHorseshoes. The conversation goes something like this. "Hi I'd like to buy some Armor" "Sure I'll sell you armor. I make the best armor in the world. I even give it to the guards for free, because my son was a guard and was killed, and now I feel the need to protect the guards the best I can, because they remind me of my son" "....So I'll take this Shield, and maybe that Dirk?" "My son's name was Dirk" These both tell the same story, but one does it waaaay better. This form of story telling can be used to develop histories, and rich full lives for all of your characters, and there's a little check list I use to help develop a more full character. The Check list is as follows: One Major Point of Tragedy: Death of a loved one, traumatic experience, ect. One Minor Point of Tragedy: End of a romantic relationship, Loss of a friendship, ect. One Major Point of Happiness: Wedding Day, birth of a child, ect. Hobbies: (Minor points of Happiness) Golf, hiking, reading ect. Once they have these, I decide what kind of character i want them to be, and from there the rest is just story telling and world building. Thoughts on this process, and my check list?
  7. I'll be honest and say the reason I truthfully think these quests come up is due to the devs being flat out lazy. The argument can be made that they're just to buff up the player with items, gold, exp w/e but those items, gold, and exp can all be awarded to the player during the course of a well designed non boring quest as well. Their isn't really an excuse for these types of quests to be as abundant as they are. There aren't many people who enjoy doing them from my experience (I play tons of MMOs) and their is hardly ever any lore or content that can be found, that engages the player in a meaningful way. In my experience I'm far more likely to look at a world, and it's characters more closely in a game that uses good quests design, than I am in a game that asks me to go and kill x amount of monsters. Even if the lore given to me during the go and Kill X amount of monsters quest is beautifully written and profound, due to the clunky and poorly delivered manner it will become wallpaper instead of something mysterious and wonderful. I also want to be clear that there is no "Correct" quest design. You might love those quests where all you do is kill this or gather that, and that's cool. You may not enjoy having to read deeper into the lore to complete a quest, which is also cool. Those were more my theories on quest design, and how I decide if a quest gets added, amended, or cut from a project.
  8. That was a hell of an analogy XD .
  9. i have a few theories on quest design, and I'd like to get some feedback for them. This seems like the most relevant place to post this, however if there is a more relevant area then please let me know. Anyhow, my theory on quest design is as follows. Bad quest design No matter how you phrase these quests ("Go here and kill x number of rats" or "The town is under attack, and needs your help. The king is offering 10 gold for every scalp you bring him!") both are incredibly boring and in my opinion bad/lazy quest design. Classic examples of bad quest design: Fetch quests (Go here get this), collect quests(Go here collect x many of this), kill quests(Go here kill x amount of this), courier quests(Take this to X). Good Quest Design Good quest design in my opinion is something that makes the player think, or forces the player to look more closely at your world. Examples of good quest design could be something like "The towns people say that the old abandoned house is haunted" So the player goes and checks out the old haunted house, inside he finds the house is in shambles and can hear bumps and various voices. Later the player discovers an old peddler on the outskirts of town who mentions he used to live in the old house, after some talking you find out his wife was murdered there and her killer got away, so you now have to try to figure out who killed her to put her soul at rest. The flow of quests for good quest design in my opinion should be natural, the player should be rewarded with a more immersive quest for interacting with npcs. Any thoughts on this?
  10. Project Genre Dark Fantasy JRPG The Idea A Diablo style JRPG. Progress The Project is around 40% complete, Main Quests 75% Complete Most enemies Created Most Classes Created What I'm Looking For I'm looking for an artist who can make a few elements, Character Sprites, and some other minor graphical elements. I'm also looking for art that matches the art I'm currently using in the game(The Beautifully made Medieval Dungeons, and Templar dlc). For Reference: http://imgur.com/0pA1SVJ http://imgur.com/gf8Rz49 http://imgur.com/gz3nMfM Compensation This is a 50/50 rev share project Contact If you're interested or have questions you can send me a PM or just reply to this topic.