you seem serious and hard at work writing.
I want to make a general criticism. You're generalizing. Specifics are more interesting in artistic media.
"Specifics are more interesting than generalities."
quote @4:32
Here's an idea. Try to make your first draft general, and then rewrite it with examples. Even try this one paragraph at a time. I wish I could take my own advice sometimes, for now I only think I am doing it right.
I'll see if my personal obsession with this can help expand the meaningfulness.
This was written over the course of the past three days for feeling, not quantity. I also included some programmatic garbage at the end, enjoy.
The art of storytelling is often left behind in lieu of better graphics, increasingly difficult mechanics, and character designs.
Ok. I share this same bias. It's good to recognize there's a potential, one that doesn't feel like an artistic compromise. If you've done your research you probably notice big companies are formulaic and [they] currently make the graphics advancements.
new companies appear to fail before they get started, so there's that mystery of why...? Why aren't people born competent at art?
[censored] ... are games that have found success in their simplicity by focusing on core gameplay loops. Simple games don’t need a story- however when looking at a more complex experience, one should take steps to fine tune the journey that they would like the audience to take.
A player has the freedom to define a story, if not provided one. There is a possibility players forget story. Feeling impatient will cause some inexperienced players, me included, to skip everything and get to the game because disinterest.
...
Most of this reads like a how to. The problem with this is I can't imitate what you're saying. I can confabulate to think I understand, many people are good at this but it tends to backfire. Well here I go.
Reactions only.
The plot...
In games progress means something else to me. It means I did, something anything.
I don't know if I ever experienced a resolution the way you described it. Maybe this is an emotional experience.
The conflict...
I don't know. Establishing the game meets some expectation is where I'm at.
Let me try. So There's Paperboy from Paperboy(tm), you get to see his nice bike and gangster hat with super windup over-the-shoulder throw. After about 20 seconds he scores a goal in the Winsler's mailbox, breaks all of their windows, gets chased by dog, crashes, and he ded.
conflict, stupid hard that game be.
Develop characters in tandem
Thomas Was Alone
and then he wasn't, the story was over pretty early and it continued to build the characters as partners.
The character is a lie
A story is not defined by its spectacleWell it's certainly not the only defining part, but I'm sure you can appreciate how ridiculous what I'm writing sounds. If you want to dismiss a spectacle and look for deeper meaning then that's another issue. I think this is more of an objectivity crisis. Someone female with Juicy written on her pants and shirt may think a spectacle is better, and someone with a strictly refined taste may think it makes something worse.
Long winded adult books would cost a fortune for (all the indie) writers. Given how books aren't written by large companies, movies are fabricated stories, I suppose.
There is a definite lag between the time folk lore stories began to spread... and before they became any good.
Rather than spectacle, which is useful for dopamine rush (entertainment). Stories answer questions, badly. They're defined by fulfillment. Greater finality potentially mean a greater story, saving the entire universe or winning 1 million dollars on reality TV is supposed to be fulfilling and give a dopamine formula. It just gets old.
A dope example is bouncing coins into a cup. It is challenging, it is geared towards fine motor control, but there's no story in that one repetitious game. Yet someone can get really good at it and really excited about playing.
A fulfuilling example is, it's bedtime so you read Goodnight Moon, the ease of dismissing that reality.
Build the story around one central theme.While a story should attempt to be original and have some substance of its own, it should be noted that every story derives from the same central themes
monomyth isn't all-encompassing, and it's about myth. it's definitely a metaphorical cipher, and not a helpful formula to bring up when prescribing writing practices.
https://en.wikipedia.org/wiki/Monomyth#CriticismThere are categorization attempts aimed at folktales.
At best these are for attempting comparitive operations.
Critical analysis is more interesting. That is worth attempting on a final piece of work.
Alright. Last one now.
Learn when and where to break the rules.It may be more interesting to stress rules are a safety net. In life and when trying to make something that resembles actual art. I must stop because I have some pretty strange theories.
THE SCIENTIFIC PART
Summary: two pillars are being built. Pillar A supports a wall which saves the town infrastructure. Workers keep the wall up by rebuilding it. While Pillar A is up, the workers can work on other things.
Design:
Actors by Priority:
Pillar A
supports wall
Wall
protects infrastructure
Pillar B
supports wall permanently
Infrastructure
supports town
Workers
rebuild one thing at a time
The actors exist, they become a subject of the story acting on them.
Program:
The workers ... could be a semaphore variable in an ai manager class, an actual animated object, it depends on what I'm going for here (it's not clear in this example yet)
A building class with variables.
optional: A graphic class (pretty standard utility now)
overkill: A professional game development suite. :D
Story Conflict:
Pillar B needs to be built.
Pillar A falls down frequently because it is directly facing hurricane winds.
Wall is damaged as long as Pillar A is down.
The infrastructure is damaged slightly, just from existing.
Positive Resolution:
Pillar B is built.
Negative Resolution:
The town is destroyed.
THE ARTISTIC PART
how the program gets made and how the story is written,
Bugs
everything else
The problem with anything you can call ART is it's about taking a small rulebook "applied science" and representative artwork "imitatable things", then failing repeatedly while trying to accomplish an abstract goal.
tl;dr I'm pretty sure this was a self-tutorial as much as an attempt to pinpoint some useful rules. Or just "Fail faster" - quoting Extra Credits.