After spending some time with the source material today, decided to have a rethink.
I may pivot on the direction of this project.
When I started, I wanted to create a dating sim. (I still want to create a dating sim, but that's for later.)
What this game morphed into was a choose-your-own-adventure style game with a battle system, achievements, and and a bunch of other stuff. Up until today, I was contemplating adding a world map system, maybe some walking around, some mini-games, etc.
In essence, I was going to create an A-level game.
But reviewing everything, it doesn't look like an A-level game. And for the longest time, I couldn't figure out why.
The answer is simple. It's not fun to read the text.
And any text-based adventure, where the activity of reading, the font, the size, everything....if that's not good enough, I'm failing at what I'm doing, which is trying to provide an interactive, immersive story. What I have is a collection of game elements that could work together, but don't speak to that immersive quality I'm searching for, that addictive feeling that would make a player, no, a reader, come back for more, while on the train, while at home, etc.
What I have decided, after reviewing the game material, the art and sound assets, is that this is nice for me, it's very mainstream, but it neglects that fact that this is slowly becoming a game I don't like, and this wasn't the game I set out to make. This isn't the kind of game my core audience would like. Namely, me. And people like me.
I wanted to create a story-based game. Ie. the story 'is' the game. Interactive fiction, but with just a few small bells and whistles to make it more appealing to rpg fans. Basically, I want to turn an rpg on its head, and put the story back in the middle again, with the player, where it should be. Battles are nice, puzzles are fine, but a game should be a game, and nothing else. Not a 'concept' not a 'piece of art,' but something made for the player's benefit. (And, maybe, if we're lucky, also for the creator's benefit as well.)
I'm going to continue this rethink throughout this week, and report back.
Showing posts with label game. Show all posts
Showing posts with label game. Show all posts
Monday, October 8, 2012
Sunday, March 25, 2012
Making Stories in Video Games
Many video games have had ground-breaking, successful stories that captivated their audiences. I can think of several that come to mind on console: Xenogears, FF7, and Street Fighter, of all things. (All three of these have had multiple movies and spin-offs made from them.)
I'm making a game that's a mash-up of mythology, anime concepts and graphic novel, so it's important for me to consider a lot of elements that don't always have to go into video games to make them fun. I'm limiting myself even further by making it for a mobile console. (Anyone that thinks making for mobile isn't limiting is stupid or lying.)
I just finished watching Fate/Stay Night's prequel, Fate Zero today. It didn't live up to the original series in my mind, but there's a couple things it did right that always, always capture a large audience.
1. They used mythical heroic characters that are interesting and vivid.
2. Each hero has a persona. They are not a Hero, but a 'hero class.' It makes for an interesting shift in dialogue and scenario. There's a meta-level to the hero story.
3. Instead of being about survival, like the first show was, Fate Zero is more about the deep personalities each Servant have and fleshing out the content involved. By comparison, the Master characters are much, much less interesting. That was clearly a design choice in this series. (probably due to the popularity of characters like Sabre, etc.). Anime watchers, and fantasy lovers in general, usually love deep fantasy. This series and (Fate/Stay Night) is a pretty good example of that.
4. Each of the characters steal the show in their own right. The Caster class duo are both the comic relief and the source of tension for the entire series. The Rider Class and Lancer class are both bold and herioc. The was very much a series about being heroic, which is a huge contrast to the original series, which was about kicking the crap out of different heroes and villains.
This show was a gamble from the normal story structure of a hero anime, which is good, since I think anime is changing the way it does its storylines. (Not such a bad idea, since the formula hasn't changed in decades. I'm looking at you, Bleach. You used to be a good show. Then you had a second season.) I feel it paid off well, and I have decided to incorporate several story elements into the game that I didn't plan to that have more anime inspiration to them. Hopefully it will balance out the story structure and simplify it a little bit.
I'm making a game that's a mash-up of mythology, anime concepts and graphic novel, so it's important for me to consider a lot of elements that don't always have to go into video games to make them fun. I'm limiting myself even further by making it for a mobile console. (Anyone that thinks making for mobile isn't limiting is stupid or lying.)
I just finished watching Fate/Stay Night's prequel, Fate Zero today. It didn't live up to the original series in my mind, but there's a couple things it did right that always, always capture a large audience.
1. They used mythical heroic characters that are interesting and vivid.
2. Each hero has a persona. They are not a Hero, but a 'hero class.' It makes for an interesting shift in dialogue and scenario. There's a meta-level to the hero story.
3. Instead of being about survival, like the first show was, Fate Zero is more about the deep personalities each Servant have and fleshing out the content involved. By comparison, the Master characters are much, much less interesting. That was clearly a design choice in this series. (probably due to the popularity of characters like Sabre, etc.). Anime watchers, and fantasy lovers in general, usually love deep fantasy. This series and (Fate/Stay Night) is a pretty good example of that.
4. Each of the characters steal the show in their own right. The Caster class duo are both the comic relief and the source of tension for the entire series. The Rider Class and Lancer class are both bold and herioc. The was very much a series about being heroic, which is a huge contrast to the original series, which was about kicking the crap out of different heroes and villains.
This show was a gamble from the normal story structure of a hero anime, which is good, since I think anime is changing the way it does its storylines. (Not such a bad idea, since the formula hasn't changed in decades. I'm looking at you, Bleach. You used to be a good show. Then you had a second season.) I feel it paid off well, and I have decided to incorporate several story elements into the game that I didn't plan to that have more anime inspiration to them. Hopefully it will balance out the story structure and simplify it a little bit.
Sunday, January 8, 2012
Today's To-Do
1) Rent a Macbook (argh $$$)
2) E-mail the Sound guy what I want so he can get started
3) E-mail the new copywriter story documents and synopsis
4) Finish the demo's story boards so that I have something I can show the copywriter (Well, I hired him because I'm so behind. Whatevs.)
4) Actually review the code and have some feedback for the developer since I recall saying I would look through the code 'very, very carefully' this weekend. I only have one thing to say that. LIAR.
5) Learn how to code so I know what I'm talking about would be a good thing.
This list does not include my everyday life stuff (Which is a list that is about 6 items long) and I have a social event for my PR business this evening. Oh yeah, and I have a major meeting with my manager at work tomorrow about a communications plan that's half-started. I have approximately 5 hours to finish both these lists. Good times.
I now need three of me. One to do game stuff, one to finish life stuff, and one who can just crawl back into bed and ignore these lists.
2) E-mail the Sound guy what I want so he can get started
3) E-mail the new copywriter story documents and synopsis
4) Finish the demo's story boards so that I have something I can show the copywriter (Well, I hired him because I'm so behind. Whatevs.)
4) Actually review the code and have some feedback for the developer since I recall saying I would look through the code 'very, very carefully' this weekend. I only have one thing to say that. LIAR.
5) Learn how to code so I know what I'm talking about would be a good thing.
This list does not include my everyday life stuff (Which is a list that is about 6 items long) and I have a social event for my PR business this evening. Oh yeah, and I have a major meeting with my manager at work tomorrow about a communications plan that's half-started. I have approximately 5 hours to finish both these lists. Good times.
I now need three of me. One to do game stuff, one to finish life stuff, and one who can just crawl back into bed and ignore these lists.
Saturday, January 7, 2012
Three meetings today
Going over the game with a UX designer today, artist meeting and a script editor meeting.
Too many meetings today, and I have story to write, and a game to make. But I'll be working on code as well (And I don't know that much about code...sigh...). Very busy Sunday.
Too many meetings today, and I have story to write, and a game to make. But I'll be working on code as well (And I don't know that much about code...sigh...). Very busy Sunday.
Thursday, January 5, 2012
Playtesting
A friend and I will be play-testing the game this weekend.
I also got a good view of what choose-your-own-adventure games often do wrong by playing a copy of 'The Flower Shop' (Which I can't believe the author charged $9.99!) by seeing that the lower the amount of interaction, the less players enjoy a game. If you're going to make a choose your own adventure game...it needs to ooze style. Pretty much every iPhone game I've played has lacked substance. Mage Gauntlet is pretty alright, but it's still not my kind of game. I want a game that makes me think I'm ok with making one kind of choice/another kind of choice, but that makes me feel like no matter what choice I choose I'll get a good story, but potentially a bad ending....or at least that I want to play through the rest of the story so that I know everything that's going on.
Well, that's the kind of game I currently seem to be making, anyways.
Cause of Death for iPhone (by EA, no less) and Touch Detective up next.
Storyboards continue....wow I need more time for this stuff.....
I also got a good view of what choose-your-own-adventure games often do wrong by playing a copy of 'The Flower Shop' (Which I can't believe the author charged $9.99!) by seeing that the lower the amount of interaction, the less players enjoy a game. If you're going to make a choose your own adventure game...it needs to ooze style. Pretty much every iPhone game I've played has lacked substance. Mage Gauntlet is pretty alright, but it's still not my kind of game. I want a game that makes me think I'm ok with making one kind of choice/another kind of choice, but that makes me feel like no matter what choice I choose I'll get a good story, but potentially a bad ending....or at least that I want to play through the rest of the story so that I know everything that's going on.
Well, that's the kind of game I currently seem to be making, anyways.
Cause of Death for iPhone (by EA, no less) and Touch Detective up next.
Storyboards continue....wow I need more time for this stuff.....
Monday, January 2, 2012
Well, I think I've decided on the person I want for music
Going home tomorrow, and this is on the list:
-Meeting with programmer friend to review app
-Meeting with artist sometime in the next week (to give away all my dollar$)
-meeting next week with programmer to talk about game.
-meeting with editor to discuss editing of my terrible script to make it better
-finish script (oh yeah, that...that meat of the game thing....)
I should probably finish packing at some point....
-Meeting with programmer friend to review app
-Meeting with artist sometime in the next week (to give away all my dollar$)
-meeting next week with programmer to talk about game.
-meeting with editor to discuss editing of my terrible script to make it better
-finish script (oh yeah, that...that meat of the game thing....)
I should probably finish packing at some point....
Friday, December 30, 2011
Getting even MORE response for the music
Wow, if the game itself is as popular as the music ad I posted, I should be able to retire quite early in life.
Thursday, December 29, 2011
Worked on the storyline a little bit today
Today was supposed to be a 'complete all storyboards and get lots of work done day.'
Instead, I slept for 95% of the day. I can't believe how sick I am.
I've been looking through the art, and some of my delirium affected me yesterday and I got super stressed because not a lot of work is being done at the moment on this game. There's a lot left to do.
But then I realized it's not a big deal because I'm actually SUPPOSED to be on vacation and I told everyone I'm working with to take one as well until January (my feeling is that this will be good for the project.) I'm not even supposed to be working on this now, but the workaholic in me never sleeps, I guess.
Tomorrow:
-Finish one storyline. (It's almost completed, last leg of it needs to be completed.)
-Complete the rest of the demo's storyboard (it's almost done as well.)
-Set up interviews for the music
-Die in a pool of my own mucus. (Shouldn't be that hard.)
Instead, I slept for 95% of the day. I can't believe how sick I am.
I've been looking through the art, and some of my delirium affected me yesterday and I got super stressed because not a lot of work is being done at the moment on this game. There's a lot left to do.
But then I realized it's not a big deal because I'm actually SUPPOSED to be on vacation and I told everyone I'm working with to take one as well until January (my feeling is that this will be good for the project.) I'm not even supposed to be working on this now, but the workaholic in me never sleeps, I guess.
Tomorrow:
-Finish one storyline. (It's almost completed, last leg of it needs to be completed.)
-Complete the rest of the demo's storyboard (it's almost done as well.)
-Set up interviews for the music
-Die in a pool of my own mucus. (Shouldn't be that hard.)
Wednesday, December 28, 2011
I changed the layout this morning
Since when life hands you a fever, you change blog layouts.
Also, it was annoying me that that guy (girl?) from Alaska who reads this blog couldn't sign up by e-mail or Google Friend Connect with my blog. Since, mysterious person/people from Alaska, this blog is really a secret love letter to you straight from the heart of my Google Analytics profile.
As always, beta tester can sign-up here.
Also, it was annoying me that that guy (girl?) from Alaska who reads this blog couldn't sign up by e-mail or Google Friend Connect with my blog. Since, mysterious person/people from Alaska, this blog is really a secret love letter to you straight from the heart of my Google Analytics profile.
As always, beta tester can sign-up here.
Character designer finally sent me some updated art
At first I was freaking out, but then I looked through the rest of the art, and realized she did a pretty good job with it. I can't believe how much the main character has changed over the last six months. Not bad changes, just different. I'll have to post it later.
Thursday, December 15, 2011
I need beta-testers
So now I built a landing page website.
You can sign up here if you want to beta-test or would like to know when the game is ready. I'll be giving out special incentives to beta-testers and early buyers, just fyi.
Yes, the website is very not finished. I'm...aware. =/
I don't plan to do anything else with the e-mails, and frankly I hate writing mass e-mails in general, so I can BEYOND promise that signing up means you will only get e-mails that contain things like "Free this!" or "Sale that!" etc. Unless you want to be a tester. Because I totally need testers. Feel free to share this link with anyone who's wants to beta-test a fun, adventure/rpg/choose-your-own-adventure iPhone game.
You can sign up here if you want to beta-test or would like to know when the game is ready. I'll be giving out special incentives to beta-testers and early buyers, just fyi.
Yes, the website is very not finished. I'm...aware. =/
I don't plan to do anything else with the e-mails, and frankly I hate writing mass e-mails in general, so I can BEYOND promise that signing up means you will only get e-mails that contain things like "Free this!" or "Sale that!" etc. Unless you want to be a tester. Because I totally need testers. Feel free to share this link with anyone who's wants to beta-test a fun, adventure/rpg/choose-your-own-adventure iPhone game.
Monday, December 12, 2011
Exciting!
Programmer had first demo to show me of the story scenes. So far, it's looking pretty alright. I should have a battle scene demo by Thursday.
Deep breaths.
Deep breaths.
Sunday, December 11, 2011
How do people like their game marketing?
A real problem I'm having is how to market this game. I have some ideas, but I'm still learning as I go along this process. Game marketing is different than most kinds of consumer marketing. Unless you have the best graphics, it won't work to simply give screenshots/grabs, etc.
Here's what I know:
-I know the kind of people I want to play this game. They love a good story, and they love a game that challenges them to 'beat the next battle' so that they can get the next story sequence. I'm that kind of gamer. I love a good story, I love the feeling of working for a couple interesting lines of text when a game really immerses me in its world.
-I know how big the market is. It's big enough that I think I can be relatively successful, and even have some non-text-role playing game lovers play the game. I'm aiming at a niche market, and I know this market, because I AM this market.
Here's what I want to know:
-How much time should I spend approaching app review sites and sending out press releases. I work in PR, I know quite well how many press releases die in a spam folder. Many of them.
-How does my niche market want to find out about this game? On a game review site, through social media, through a neat contest, or through a video? I'm not a fan of shotgun marketing, and frankly, I'm too busy for that at the moment, and this kind of stuff can wear on you if you don't enjoy doing it. I do enjoy doing it to a certain extent, but there's a limit. And also it's Christmas soon. It's just NOT going to happen that I'm going to work on this during Christmas unless I'm bored to tears. (Unlikely.)
-Can I approach people individually and ask them to review and play it? Random strangers and such? Sigh, I have no idea.
-Should I do a Kickstarter campaign? I have been researching this for a while, and this seems like my best bet for making sure the game is a financial success as well as a success for gamers.
I'm going to be pondering this is over the next week and a half. The website URL has been bought, time to make a website this week.
Did I mention I've never really done that before and that I'm going to make it from scratch pretty much for fun?
Vector graphics last week, website design this week. Pretty soon I'll be the king of everything. Booyah.
Here's what I know:
-I know the kind of people I want to play this game. They love a good story, and they love a game that challenges them to 'beat the next battle' so that they can get the next story sequence. I'm that kind of gamer. I love a good story, I love the feeling of working for a couple interesting lines of text when a game really immerses me in its world.
-I know how big the market is. It's big enough that I think I can be relatively successful, and even have some non-text-role playing game lovers play the game. I'm aiming at a niche market, and I know this market, because I AM this market.
Here's what I want to know:
-How much time should I spend approaching app review sites and sending out press releases. I work in PR, I know quite well how many press releases die in a spam folder. Many of them.
-How does my niche market want to find out about this game? On a game review site, through social media, through a neat contest, or through a video? I'm not a fan of shotgun marketing, and frankly, I'm too busy for that at the moment, and this kind of stuff can wear on you if you don't enjoy doing it. I do enjoy doing it to a certain extent, but there's a limit. And also it's Christmas soon. It's just NOT going to happen that I'm going to work on this during Christmas unless I'm bored to tears. (Unlikely.)
-Can I approach people individually and ask them to review and play it? Random strangers and such? Sigh, I have no idea.
-Should I do a Kickstarter campaign? I have been researching this for a while, and this seems like my best bet for making sure the game is a financial success as well as a success for gamers.
I'm going to be pondering this is over the next week and a half. The website URL has been bought, time to make a website this week.
Did I mention I've never really done that before and that I'm going to make it from scratch pretty much for fun?
Vector graphics last week, website design this week. Pretty soon I'll be the king of everything. Booyah.
Thursday, December 8, 2011
Wow, productive
Today I:
Sent the designer spec docs
Created and sent the programmer battle design docs
created 8-11 new icons for the battle system
mapped out all the battle system animations
got a bunch of errands done and it's only 4pm.
Rock. On.
Sent the designer spec docs
Created and sent the programmer battle design docs
created 8-11 new icons for the battle system
mapped out all the battle system animations
got a bunch of errands done and it's only 4pm.
Rock. On.
Tuesday, December 6, 2011
More emails!
I don't know why I'm getting so excited about that. But dev believes we should have first demo by Friday.
BY. FRIDAY.
*gasps and dies*
BY. FRIDAY.
*gasps and dies*
Sunday, December 4, 2011
OK, Now I have a title
I took all day to decide it, and I finally came up with the tagline.
Working title is
Legends of Varia: The Artifacts of Basque
Hope that works out. I went through about 7 titles today. Not many fit.
Working title is
Legends of Varia: The Artifacts of Basque
Hope that works out. I went through about 7 titles today. Not many fit.
Well Crap
The dev asked me what the app is called.
Er, could it be that I haven't thought up a name for the game yet?
Nah.
Er, could it be that I haven't thought up a name for the game yet?
Nah.
Friday, December 2, 2011
Great talk with the developer today
I'm sooooooo happy I am working with an efficient, organized developer who understands the messes of text that I send him in word documents as well as the game design ideas I have and why I've decided on them. Yessssss.
That aside, it's looking like by Dec. 19 or so (so before I go home to my family) that I'll have a working, living breathing demo I can show to my family about what I've been working on for the last year.
That and I am probably starting a new job in two weeks! I'm going to be the bearer of so much good news! Yeah, yeah!
That aside, it's looking like by Dec. 19 or so (so before I go home to my family) that I'll have a working, living breathing demo I can show to my family about what I've been working on for the last year.
That and I am probably starting a new job in two weeks! I'm going to be the bearer of so much good news! Yeah, yeah!
Thursday, December 1, 2011
Pros and Cons
Pro: Developer ready to get started finally and meeting tomorrow morning.
Con: He still wants to use the freelancer website payment system because it hurts his job completion rate if I just pay by wire/e-mail per milestone.
Price for using an e-mail transfer:
a dollar-fifty.
Lowest price I'll pay for using Freelancer per milestone:
45$.
....*gasps and dies*
Con: He still wants to use the freelancer website payment system because it hurts his job completion rate if I just pay by wire/e-mail per milestone.
Price for using an e-mail transfer:
a dollar-fifty.
Lowest price I'll pay for using Freelancer per milestone:
45$.
....*gasps and dies*
Wednesday, November 30, 2011
Storyline halfway there
Figured out some kinks in the story/logical plotline, moving on to the end part of half the game, then dialogue, then I'll move onto 'Phase 2' as I'm dubbed it to my character artist designer.
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