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Sykper

(Story Concept) What if everything was literally 'ending'?

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So, normally I would prologue my idea tossing out here with a bit of background but instead of that I will simply cut to the chase.

 

What's your opinion on an RPG where just about everything is falling apart around you, the 'protagonist'?

 

Friends, family, heck, even the world itself is going through a sort of armeggedon as it dissolves away slowly while ending lives left and right in its wake of monsters, disease, and ultimate destruction. Heck, even heaven and hell (metaphor, could toss in underworld, afterlife, deities, whatever) have abandoned those left standing to their own rot.

 

Of course, on its own, that seems really depressing. So, the catch is that those willing and capable enough would be able to JOURNEY in an attempt to reach...<insert deity here> to find answers, and perhaps even find a solution that doesn't involve simply idling around while the world crumbles to nothingness (literally).

 

So, to that regard, I have a few questions on narrative and story-telling IF I decide to proceed down this dark-toned RPG:

 

- Catering to despair, I want the journey to be difficult in more than one sense. I intend on having impactful choices, but if so, should I present moments of hope? If so, to what extent and how much? I might want this particular RPG to last no more than 8 hours long, perhaps I should have the hope start kicking in much later on?

 

- I am stuck on how I want to deal with the end of this RPG. It's funny, under normal circumstances I could come up with the beginning and end, fill in the middle like multiple people have said. But...this time I have a feeling I should try something different. An ending left up to interpretation. Am I trying too hard here?

 

For at least reading this far, I thank you. Please, feel free to give me any sort of feedback on this concept.

 

 

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I really like this idea! I like the idea you have for the ending, the problem is finding a way to accomplish that. To that,  would look to the last episode of the series LOST. Ugg... LOST... what a waste of time it turned out to be. Anyways, it really did that kind of ending well. Also, the hopeful moments should be few and fleeting in a game like that.
Just my 2 cents. I really hope this goes somewhere, this seems like it could really be a cool game!

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Did some more brainstorming on how I want things to play out.

 

Turns out the best approach, in my opinion, might be multiple endings.

 

Replayability due to seeing how your actions (or inaction) leads to different outcomes. I don't want there to be too many different endings though, something in line with how Final Fantasy 6 handled theirs (you saw more of a complete ending when you played more and got favorable outcomes). Easy to toggle with switches...

 

But...there's something more critical that I want to know if it's possible.

 

Is it possible to be able to terminate saves directly from within the game? I know of another game that allowed you to interactively choose to delete all saves and data to gain something really special. I want that impact.

 

In case you are wondering why I would suggest such a thing, I will only say if it is possible, it would likely bring frustration or determination, and if things go well, perhaps respite to the player...

 

In the meantime, still drafting the whole overall story in my head, must start creating tragedy!

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Your story idea reminds me of King's Field and the Souls games.

 

I those games more or less the world is coming to an end and everything in the world is either dead, soulless, hollowed out, mindless monsters, demons or just trying to survive. The story in those games tends to take a back seat for gameplay overall but the lore is just done so good. Those games also have two different endings as well (A good ending and a bad ending) but both are up for debate as to much is the good and which is the bad.

 

It sounds like a really great game idea.

 

My advice, make the world interesting and the people your character interacts with have a goal they are trying to achieve. You could also have characters who are trying to aid the player in there goal and other characters who based on the choices the player makes may or may not want anything to do with your player. That way the player won't see everything in one playthough but make to where they WANT to play though it again. It's hard work but it can be done.

 

i wish you luck in your endeavor.

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