"In the end, only the beginning matters."

Monday, July 12, 2010

A short discussion

I decided, after a fair amount of thought on the subject(and drafts of this post), to not reveal anything about the story. I couldn't find a way to do so properly. There are certain details that, I feel, ought to be kept secret. Despite my statement last week, I think I'll keep the whole of Shagret shrouded in (quaint) mystery. It would be nice to reveal something, and I'll try to come up with some way of doing so, but it isn't a good idea at the moment.

However, I suppose now would be a good time to talk about my overall design principle of structured non-linearity. It's a fancy, and made up, way of saying "You can do what you want at any time, within reason." Take the Animal Gods for instance. To meet them, there are specific obstacles you must overcome, obstacles you never have to do. If the player doesn't do them, the game will still go on. It adjusts to the player's actions, in a way. So, the story will try and fill in the holes the player leaves out(more on this in a moment). However, let's say the player does go and meet the Animal Gods. Well, they could fight and kill them--good heavens!--and the game will allow for that. Many, many things will have changed at this point, but the game will allow for it.

This is a fancy way of saying that the game has a goal in mind for the player, but it let's the goal post get moved in all sorts of weird ways. I want their to be real choices and consequences for the player. However, I'm trying to have a story that takes place over many, many years(I guess I can reveal something: you're not always playing as the PC character you made), so this presents problems. I've had to create a network of scripts and variables to track plot progress--and by plot, I do not mean that this is a linear story. Shagret is being designed for multiple play-throughs(and, trust me, there's very different ways of playing the game), so this design works(I hope!) There are multiple perspectives for the story and many different ways to play it--like I said on day 1, you can meet the "final boss", and fight him, in 5 minutes.

This is rambling post, and I doubt it answers anything. Truth is, despite my propensity towards meandering writing, I'm more a believer in letting something speak for itself. Hopefully, in time, I can do that.

6 comments:

Lance Botelle (Bard of Althéa) said...

I certainly agree about keeping the story secret. :) What about gameplay though? Is it a single-player or multi-player as well? Is there crafting? What level is it aimed at? What type of death system? Are there world maps? You know, what sort of goodies can we expect to find about the module without revealing the plot?

I certainly like the idea of real choices. And it was good to read the post on the Animal Gods. (I think I may have read it before.)

Is it possible to tell us more about GUIs you might have used? You mentioned a "stats" one I believe?

Lance.

Chaos Wielder said...

I wanted to talk about the story, really, but it came off really expository. It's like explaining "The Metamorphosis" in terms of: "This dude was a bug, and it really sucked."

As far as the other items go, I believe a fair amount of them are in the sidebar(my declaration of principles and such).

But, GUIS--I that *can* cover. I'll get right on it. ;P

Shaughn said...

Keep the plot to yourself.

What you're showing is enough to hook me. Just like Lance keep the information on the game mechanics coming.

Chaos Wielder said...

In that case, I'll try and have something on mechanics next week. I guess this is a blog mostly for other modders, and we care more about how stuff works than anything else(IMO).

Lance Botelle (Bard of Althéa) said...

Ah...I just read your list in the sidebar again. Cannot wait to read more on your GUIs.

Lance. [Typed via WII.]

Chaos Wielder said...

One should be a bit shocking!
(evil, maniacal laughter)