As we have talked a lot about games *and we have*, what we keep coming back to is what makes a game fun. The only thing that can make a game fun is the interaction with the world and what the player can do to/in it. So we must look at certain systems. One important system is the combat.
So to make the combat fun we need to know what kind of style the combat will have. We mentioned kingdom hearts-style fighting- jumping around sword wielding.. be able to cut through things realistically but having a sense of unrealistic speed and accuracy of course; i.e when you hit the x button you want the player to swing his sword fast enough so you can do it again and again without waiting for anything- a rapid response system.
How to fight can all be flushed out later. It is very important to the game being fun but I think it is important to stick to the story arc at first. The reason I bring up combat is because we also need to talk about what it is that we are fighting.. and this points back to the story line. DO these 'creatures and monsters' play a role in the story? Can they just exist without purpose besides being in your way the whole time like in FF13? I don't think thats a great way to handle the enemies.. Things you fight have to have a reason behind it. Otherwise, what's the point?
I haven't thought much about the enemies yet and why Merle fights them. They need to be introduced on the island somehow so the player can learn the combat system and see how it works.
Perhaps what he fights on the island isn't really the threat.. maybe Merle just fights a few menacing forrest animals and critters that cause trouble for the farmers.. something like that that isn't very aggressive or threatening. But as the story progresses, once Merle leaves the island, he end up fighting the real monsters and is are now skilled enough to face them. and so on..
I have been thinking about what the conflict in the game is for the purpose of a solid story line and I am having a hard time coming up with ideas that aren't cliche.
I don't think they can't be the following:
Aliens
Rebels
Enemies of the island... doesn't make much sense to hate the agricultural island.
Just random Monsters.. seems too thin
So I feel they have to be natural to the world, but not from where Merle is from- or created somehow.. The ideas we had about the scientists and their 'experiments' wasn't bad, it just needs flushing out. I would stay away from the work "experiments" too, thats not very creative!
All things to consider while thinking of story line anyway. I want it to be global.. because you will be traveling a lot.. I think they goal of the game should be to have the player travel and experience different cultures and environment because I believe that is good for everyone so to mirror it in the game is a good idea. At least it gives the game legitimate backstory to why we are making it what it is. Purpose.
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Here are some ideas I had about what I want to see in the story:
1) Fighting in the sand. Beaches in the beginning of the game moving to more intense grounds and harsher environments to survive in. I think we agree that where Merle is is one of the more important things about what he is doing.
2) I want to have a scenes at night in a city- lots of happenings and activity. I want this to contrast when you're in the woods and its not busy. I want the player to be able to notice and really feel the difference between rural and city life. Also the things you fight in both places have to be equally balanced.
3) I really like the idea of a boat capsizing or getting attacked (maybe it gets attacked but on you see the monster... ) and Merle waking up on unknown shores. Nothing is cooler in a game than getting used to what you have and your powers and then having it all taken away and you don't know what is going on. I think its a necessary risk to include complete loss of momentum in a game just to built it back up even faster. So maybe not in the beginning of the game but more towards 1/2 way through.
4) I want mountains that stretch out in the distance that look sweet but later in the game you get to go there. Traveling is key. Especially if you can see the location but can't get there at first.. like you have to be at a certain level or need an important item.
5) I like waterfalls.. we need to have some kind of village/town/gathering etc. behind a waterfall.. thats bad ass anyways. but to incorporate it into a serious story- the more badass it becomes.
6) Snow level. Merle needs to see snow so we can render the sky nice and blue and have ice and snow covering everything- its a great aesthetic. It would be even better if we could change a place that Merle has already visited into winter- perhaps on the island? when you are able to visit it again after you leave- it is the winter season and things are shut down- this can create new challenges in the game *different / more monsters to fight, maybe you can go someone you couldn't get to before.. things like that.
7) Some sort of Jungle area because it just calls for big monsters and a lot of fighting.
8) A forested area below the mountains in the winter.. tundra plains.. cold winds.. scary beasts. A desolate place is good as well.. we need the player to feel 'not at home' as possible.. I'd say something like the canadian tundra.. just a small town maybe.. but lots of open space and fighting weird monsters.
So those are some of the thoughts swimming around in my head. But I am struggling to nail it down- but I think thats not important.. It is important to keep working on shit! It will fall into place eventually. Just have to keep going.
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