- Oct 21, 2020
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on a more writer oriented note, I am now wondering if this game should be, from a creative point of view, be thought of as an exploration of the evolution of NPCs from the viewing point of the MC, or as an evolution of the MCs primarily... it does change the narrative angle quite a bit. so much effort and attention would go in the evolution of the NPCs and the consequences this brings to the narrative, that I almost did not consider the balancing act that this requires to not make the MCs disappear in the background. From a gaming perspective, the MC of choice is the player.. and it should be about him... so.. that's food for thought too.
and I also agree that this should be planned in advance pretty much to completion.
That said, you pose another interesting issue by postulating that these are alternate timelines. I had not thought of that in these terms, but it is true.. the playthrough with the first character is the baseline, on which, potentially, a second character inserts his actions and experiences.. now.. the two can travel parallel to one another, but the first story influences the second, and the second, in turn (at least until the nexus event is reached) does not influence the first one.. so the relationshisp between characters, NPCs and such, are sort of lopsided. that's another thing to take into account in defining how to carefully insert additional narratives on the previous ones and still avoid for them to go into conflict with one another.
It's basically Return to the future... which is a terrible example of time travel and not how traveling in time would actually affect reality at all, but it's the closest approximation.
From a writing standpoint, that might actually be the biggest challenge... because it can be done, but it adds yet another layer of complexity and requires a bunch of further dialogue to explain certain dynamics..dialogue that changes with each permutation and order of MC playthrough....
that "augmented consequence" would be the whole reason for this game in the first place, so yes... I agree.I would hope that the interconnectivity and dependencies between the stories would be a little more complex than modifying one or two stats.
In the example with the wife, maybe the husband has a NTR fetish and does that with her. That means in the other timeline, maybe she can get with the lawyer but the husband will be there to watch or something. And hopefully even more stuff I didn't think about yet.
That's why I stated in one of my posts that everything should be thought about from the start.
Imagine developing a good chunk of this game with a few stats and then realizing you need something more complex to be able to handle what you want to implement next.
That would mean you have to rewrite a lot of the code, retest everything and so on. I've seen a lot of games going into redesign of code because they couldn't handle the new ideas the developer had. And so one or two updates were mostly about the rewrite of the code than anything else. Or maybe some even died.
Of course, it is possible to also make it simple and use just a few stats and check them, I think it depends on the story and what those branches contain.
I think that could also be a way to implement your complex game in a simpler and more realistic way.
If you want 4 stories, actually make 4 separate games, each with only 1 story. Start with the most interesting one and gain a fan base for the world. Games could be made to depend on each other either with the player selecting what choices he made in the other game or by reading save games or some ending output files.
and I also agree that this should be planned in advance pretty much to completion.
That said, you pose another interesting issue by postulating that these are alternate timelines. I had not thought of that in these terms, but it is true.. the playthrough with the first character is the baseline, on which, potentially, a second character inserts his actions and experiences.. now.. the two can travel parallel to one another, but the first story influences the second, and the second, in turn (at least until the nexus event is reached) does not influence the first one.. so the relationshisp between characters, NPCs and such, are sort of lopsided. that's another thing to take into account in defining how to carefully insert additional narratives on the previous ones and still avoid for them to go into conflict with one another.
It's basically Return to the future... which is a terrible example of time travel and not how traveling in time would actually affect reality at all, but it's the closest approximation.
From a writing standpoint, that might actually be the biggest challenge... because it can be done, but it adds yet another layer of complexity and requires a bunch of further dialogue to explain certain dynamics..dialogue that changes with each permutation and order of MC playthrough....
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