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devonm0

Playable Backstories

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I have a general backstory thought out for each of my characters, but what I'm wondering is what would players think if they had to play through the backstory segments instead of just reading exposition and watching cut-scenes?  What I have in mind is that, for example, when the current party boards a ship to reach the next area,the scene would change, leading to game play revolving around a different character to let the player get the character ready to join the party.

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It's not a particularly bad idea if executed correctly. Something you'll need to consider is how each of these characters will influence the gameplay/story and what the player will need to do in order to complete the scene. Making sure every character has unique abilities or capability to interact with things different than other characters is important to prevent the player from getting bored. It'd also help to have a system that would allow you to control the character through some kind of means to allow the player control over the situation as opposed to forcing them to watch things play out.

 

I've already planned out a similar means of progression for my project where at certain intervals a character mission is played out which allows for some exposition based around that character's influence in the story. These missions are required to be completed in order to progress further into the game, however they'll be open ended enough to be played without being in sequence to the main story (just like a sidequest).

 

If you put your own creative spin on the idea and turn it into a bigger thing than just a little bit of extra gameplay you might have something really cool come out of it.

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I like the idea. Both ways (bunch of cutscenes / playable ~let's say cutscenes) are good, it depends on how it will be implemented.

Generally that idea is absolutely fine as long as it will keep players interested.

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When you wrote "Playable backstories" I thought you meant like playable flashbacks that explains the characters mentality or goals. That part you described about suddenly playing a different character while your original character is having a boat ride sounds like a pretty sharp and unexpected turn for the player. Now I'm not saying this is a bad thing, but you need to find a good way to ease the player into this sudden change. Has this character been introduced before in during the game? Did it play any significant role before joining you?

 

Also, I'm not sure I understand what you meant. The new characters story leads up to it joining your party. Does this mean the new characters story happens along the same timeline as what your main character/party did up until the hypothetical boat ride? Or is this story part of the new characters history that explains why it wants to join you?

 

Either way I think these kind of cutaways from the main game should be few in numbered. Do this only for the very most important characters so that you won't digress too much from the main storys game, otherwise your players will become frustrated that the game lacks fluency in the main story with all the playable backstories. If you want backstories for multiple characters (like, four or more I'd say), try building cutscenes or just pure dialogue. A good read can be just as impactful as movement or playable immersion.

Edited by TheManlyFairy

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One example of good playable backstory is final fantasy 6 esper world scene which make you able to experience more about the player who tell the story and you're also able give more information by talking to other npc which you probably wouldn't be talking to if it's in a cutscene.

 

Just make sure that the playable backstory won't make the player lost a fight or something that would cause game over be weird if you lost in backstory hehe.

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I always liked the idea. Cutscenes are great and all for short interludes, but I can't stand 30+ minutes of cutscene. (Especially when they have those narrator voices in the background...arghhhh....) When I play games, I actually like getting to play them, you know? :)

 

So yes~ I'm for it!

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I would say make them optional unless they are actually important to the main plot (like Cloud's backstory in FF7.) Playable backstories may be more engaging but they also take up more of the player's time.

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