Muffinhat
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« on: January 05, 2014, 01:12:01 PM » |
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In world design, no story element, whether it be a character, setting, object, or whatnot exists in complete isolation. Every element of a game story-wise or mechanic-wise links to another mechanic somewhere in the metaphorical spider web of the game.
Keeping this in mind, story writing doesn't exactly seem very hard if you know how to systematically combine story elements.
The method of story writing in a game I thought of is a sort of impromptu design system where you essentially create the story as you go. Start out with one story action, like "man goes on quest to location", and start building elements around that action as you go through it. Then start asking questions like, why is the man going to this location? What lies in this location? Is the man going on the quest with or against his will? After creating new story elements based on these questions, start branching off from the main story action, and connect those branching elements through interesting plot developments, for instance, the backstory for the setting, how it was affected by other elements of the story, why the backstory of that setting is significant to that character, or even how it may foreshadow or reference other story actions.
Think of this method like the plot development of LOST. It starts out from a plane crash on an island. As the story progresses, you figure out how each character's backstory connected to other characters in the story, and in turn, the consequences that led them to their role in the plot. And as the plot goes on, crazier and crazier story elements (like the smoke monster and the Others) start appearing and connecting to the setting and characters in complicated ways, revealing a more intricate web of in-depth story developments. I know it's not exactly wise to use examples from a different medium to relate to game writing, but this is just to set up a basis for basic storyline essentials.
That being said, after setting up this basic web that is the storyline, this is where you begin tying in mechanics to this web. For instance, if the player has some sort of attack or ability, why does he have the ability, and what significance does it have to both the backstory and later plot? Technically, it isn't considered wise to build the story before tying in mechanics because that leaves the designer frustratingly trying to work around the intricately built storyline, but when getting stuck in the design process, it could be helpful to think backwards.
I hope this long list of advice helps anyone. I honestly don't have too much experience in game design itself, but I wanted to just spit-ball some ideas out there based on my current knowledge of design.
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