Start off small. The proper way to code does not involve trying to write the entire program right away. You're supposed to write a chunk of code, test it, polish it, and then once it works, you add code, and repeat until you've got the functionality you originally intended. Same thing with story writing. Just start off with the most basic form of plot and characters, polish and edit them, and once you're happy with each story asset then elaborate and expand on them.
I agree with this, I think It's the way you should go, start by a general subject, then start thinking which characters you like about that topic, choose one to be the avatar and the others will become NPCs, also seek who will be the great antagonist based on your characters, and create his minions making them seem to complement the "bad" guy.
Nothing is impossible to make a story out of. Our brains instantly imbue things with familiarity; it's why we see images in illogical inkblots and meaningless cloud formations. Trust me: if you just work on your game long enough, a story will come to you.
I also agree with this, remember that It's the story's universe, diferent than our.
Yes I'm looking for a story that unfolds as you play the game. It doesn't have to be very complicated but it has to keep the player interested. I guess that's the hard part
Try this scheme:
TOPIC:
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First, seek a topic: you say: you would like little Magical girls that fight angels and demons.
CHARACTERS:
It's simple to create a character, just choose three qualities that describe him and all his actions (dialogs, powers, plot actions) should show those three Traits.-
Second, create the avatar: Also you said it:
A magical girl.-
Third, think the sidekicks: This is optional, but it's great at least one so in the story the avatar will have someone to talk, to complain, to trust.
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Four, create the NPC: It could be allies, enemies, shoopkeepers, town NPC, etc.
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Five, create the antagonist: Based on the avatar and his sidekicks, who will be a great Enemy and be a badass BAD guy?, You could give him the oposite qualities of the avatar (But he needs to be original on his own, not just a dark and evil clone of the avatar).
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Six, create the evil minions: Create the bad guy friends or minions, but think: How they complement the bad guy?, which quality they seem to help to the bad guy?
BACKGROUND:
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First, the WORLD: Think which world will be interesting to see your characters acting in?, which subject, traits it will show.
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Second, the towns: Think the maps of the game, think interesting placement of towns where you play the game and found the NPC (allied, enemy, peasants, shoopkeepers, neutral)
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After you got the maps: Think how you would "enhance" the maps using the background first step.
NOW you got IT: Now you got enough material to start making the plot.
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THE PLOT***
Think of this scheme:
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First, the Introduction: In the first minutes of the game, start making missions that teaches the game mechanics (Tutorial missions), teaches about the avatar (maybe getting her fist weapons, spell, magic, items, equipment, first NPC friends), teaches about the world and story background (NPC missions to get items or kill monsters for NPC and they talk about it).
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Second, first game twist: Maybe in a mission or because of that mission (maybe you acomplish the mission, maybe you fail it) a situation is created that disturb the initial armony of the world, also this situation create the motivation for the avatar to start the journey, maybe it's something the avatar deeply care it's in danger (to deepen the effect it's something you fought for it in several missions in the introduction stage). It should be noted that this important stuff could be important for the NPC (being in danger it's a good motivation), It doesn't necesarily means the world is in danger and it's going to be destroyed, could be other things that also are important (like love, goals in life, noble goals, family and social safety, social pride, etc.)
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Third, THE JOURNEY: Now you made the entire game about the avatar trying to get fullfiled his "emotional" need but clashing with the antagonist and his minions.
REMEMBER: The antagonist oposes the avatar because the avatar fulfilling his need will be against the antagonist "interest" so if the avatar suceed, the antagonist loses something him is at stake. Also they can't just make a deal, it's something really important, they need to destroy each other.
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Four, THE CLIMAX: Now you make the final showdown, the final confrontation, the player has suceed in his pursuit, so the antagonist finally fight the avatar.
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Five, The conclusion: Now the armony is restored, although the world is a diferent place, the avatar returns to daily life, and the story consequences is shown.
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Why the Plot is the last?
Because you need raw materials to think of good "plot" units.
Well, I think that's all you need.