[QUOTE=ThePinkPanzer;36780670]The story seems to not be coherent enough. I mean, test subjects, super test subject, fancy revolvers, long flash backs, the mob, a priest, an evil doctor? It really does not come together.[/QUOTE]
I'm sure people might have thought the same about an underwater city, yellow-eyed little girls, inept gene splicers, brainwashed citizens with their skin grafted into diving suits and a man who discovers it all first-hand after a violent plane crash. In other words, you'd be [I]very[/I] surprised.
[QUOTE=Kokopelli13;36784782]This sounds so much like a mashup of half life 2 and portal[/QUOTE]
Explain please.
[QUOTE=xZippy;36788242]I'm sure people might have thought the same about an underwater city, yellow-eyed little girls, inept gene splicers, brainwashed citizens with their skin grafted into diving suits and a man who discovers it all first-hand after a violent plane crash. In other words, you'd be [I]very[/I] surprised.
Explain please.[/QUOTE]
Not so much in a big way but more in little ways. For example:
Silent unseen protagonist
Protagonist is a test subject
Mentally broken priest
Signature weapon is a lead pipe
It's not actually that much it just sounds like you were inspired for a few things, which itself isn't a bad thing.
[QUOTE=xZippy;36788242]I'm sure people might have thought the same about an underwater city, yellow-eyed little girls, inept gene splicers, brainwashed citizens with their skin grafted into diving suits and a man who discovers it all first-hand after a violent plane crash. In other words, you'd be [I]very[/I] surprised.[/QUOTE]
hahaha holy shit are you seriously trying to compare yourself to bioshock
[editline]16th July 2012[/editline]
here's the trick: bioshock's developers didn't come up with a laundry list of random icons to throw into their game, they started off with a singular resonant theme and idea from which the other creations flowed naturally as ways of communicating their message.
Game sounds cool, but please no zombie like enemies, they're just annoying now.
Survey was actually fun.
Looking forward to the end product!
[QUOTE=dual elites;36797548]hahaha holy shit are you seriously trying to compare yourself to bioshock[/quote]
Oh great, you came back. Are you in a bad mood or something? I didn't compare anything to BioShock, I was saying that our "laundry list of random icons" as you labeled, could still be put together with proper writing. You don't need to blow everything I say out of context.
I have a better way of killing Orlena, let me type it (yes, joke suggestions are welcome here too):
Rape her to death. This is not a joke.
[img]http://i.imgur.com/q4yt0.png[/img]
I don't think you've provided enough for me to truely advise you. Have your artist drawn up some concept art, write a random segment of line, figure out the main "Hook" of the game. Do you have a composer? Music in games can be fucking everything, you will do wise to remember that, the songs you listed would fit well with a depressing sort of game. As a matter of fact, what genre is this? How many pages is your design doc? When i was reading this keep imagining a Portal-Bishock mashup of sorts, that excites me.
Do you have a settings worked out? What will happen in these flashbacks? Are you aware of the "Excitement" rollercoaster? I'd advise your whole team to go through extra cerdits. Yes, all of extra credits, it doesn't matter if you think it's unrelated, and take his opinions into heavy account. How big is your team? Assign a development cut off depending on your needs, if possible, set milestones to keep track of your progress.
The most important thing of all is to just start, games have been birthed and lost in the pre-production stage, too long and you'll never start, too short and it'll be shit. Get other people to read your design notes, not familly, not other members, complete strangers on websites like us, we will be harsh and critical. That game is your baby, i know, but you need to hear these things so you can improve the game as much as possible. Make sure you have every part of the game worked out. Pixar spends two years on pre-productions, valve spends 2 or 3 years. Both make amazing products. Don't leave any part blank on the page, everything has to be worked out. The design documents should be a few hundred pages long, and if possible, posted on facepunch for people to review, if people say it's shit. Ask them what's shit, fix it and show them again, don't give up.
Finally, playtest as soon as possible, again, from people that aren't friends, familly or other members. We will be critical, familly members, although they promise to be harsh, will hold back without realizing it. Any build will do, of any length, and of any quality. Put in the main hook of the game in the demo, sometimes things look better on paper then in the games themselves. Send it out to people (I'd be happy to help man), get them to give long DETAILED responseson everything they think. If the hook doesn't grab people, it's time to abort. Sorry man, shit happens, your idea might be really niche or you just don't have the skills to execute it. Although it might be shit, sometimes your idea for a game about a super nun and her time traveling sidekick Jesus just wasn't meant to hit the shevles.
Just one more thing, it'll eat away at me if i don't say it. If you don't have a team, don't expect people to work for free, i'm a writer, unless people would give me something solid i can contribute, or the promise of cash allures me, i won't do squat. Tell me, would you give up your saturday, and your sunday, drawing/writing/modeling/coding for something that might never take off? You would? Stop lying you fuck, you are either too gullible or lying.
Hope it helps.
-The Aussie (I always sign really long posts for some reason) Fucking page king too. Pm me with questions, i don't know everything but god damn, i'll try.
Interesting concepts for a game. I see it as a little bit of a twist between a game like Manslaughter and Half Life 2 almost. Where it's story driven but open-box slaughter-fest with tools and items found throughout the game.
The only thing I can see hampering the story concept is that I pick up heavily that someone spent a few nights watching movies like Saw and other B-movie teen slashers. It almost seems too predictable and hard to write big twists for.
BUT I can be wrong, and have been before. Hope you guys do something with this. Good luck!
hate to say this, but you're probably focusing on the wrong things first. The most important part of a game is the gameplay. Finalize the story later.
[QUOTE=NanoSquid;36840305]hate to say this, but you're probably focusing on the wrong things first. The most important part of a game is the gameplay. Finalize the story later.[/QUOTE]
You're right, but if we made a survey on gameplay, and anything else just as important, you'd be doing a [I]lot[/I] longer surveys. At best, I could split them up into smaller surveys, but I'm sure people would get bored as shit in the middle of it.
[editline]20th July 2012[/editline]
The Aussie, how good of a writer are you?
[QUOTE=xZippy;36851157]
The Aussie, how good of a writer are you?[/QUOTE]
Terrible :v:, but It's something i enjoy. Sometime the hardest part is getting coherent and interesting sentences onto the paper, you have a fantastic, radiant idea in your head that you need too write down. So you write it, and then delete it afterwards. It happens when i read the SCP Wiki, i get an idea, write down the article, and then delete it. Maybe it's because i'm a perfectionist, i read it over, it all comes out wrong, i want to make the words sing, but they end up screaming. Then i delete it forever.
Maybe it's an artist thing.
Strange Story Awesome characters. I can't wait to see this! :dance:
[B][I]Edit: [/I][/B]Please do Focus on the main Protagonist's point of view when making games like this. Its a good plan of a story but i do not want to all of a sudden play off topic
The results will be out soon, don't worry.
[editline]29th July 2012[/editline]
Which are unrealistically better than we expected.
I want to know the genre of this game. I have no idea what it's supposed to look like, so most of my answers I kinda just agreed with because I don't know why it wouldn't work. Is it gonna be a pixel sidescroller, or a shooter game, or what?
I do like your ideas though, they're interesting and I'll be keeping an eye on this.
I like question 4. The new meet the pyro.
Meet the project 6.
I would honestly play this game just from the story.
I like the flashbacks idea but don't go too overboard with it. Have it occur like 2-3 times at max and have them mean something(or be key in solving a task that is set in the current time).
This sounds like a game that I would play. Great ideas
Probably way too late, but about the whole "moral choices," it'd be nice if you don't make it black & white, like most games where you're given an option
to spare or mercilessly slaughter an enemy, and if you kill him, you're suddenly evil, and if you let him live, you're Jesus reincarnated and it doesn't come
back to bite you in the ass. It'd be nice to see it portrayed realistically, rather than on strictly good and evil terms.
totally the best way to handle the ending is [sp]You decide to spare him but one of the other Subjects with a vendetta against Orlena comes out of the blue and knocks you down, saying shit about how Orlena's crimes wont go unpunished and whatnot. He then kills Orlena and throws you off into the water or whatever and the screen fades to black. Sets up room for a sequel.[/sp]
Would be a really cool ending.
[sp]I'd like a little irony and for Dr. Orlena himself to have a mental breakdown and go insane and beg you to kill him. [/sp]
[QUOTE=UberMunchkin;37071584]What if [sp]Orlena was part of the mob around 20-30 years in the past, but was forced out due to the mob disagreeing with his ideals. You see this happen in a flashback while talking to one of the mobsters, and he gives you some information (Or misinformation) about Orlena.[/sp][/QUOTE]
Funny you should mention that. The guy actually does appear in a flashback near the mob, but he's not actually a part of it.
I don't know if "I don't know..." should really be an option. or check boxed questions that let you choose everything.
I must say, I like where you were going with this survey. I'll be looking forward to anything more about this.
Also I'm not sure but you may or may not have three submissions by me or none at all. I'd gladly redo it if the latter would be the case.
I actually have a bit of a problem with this. I did the survey - I'm probably not the target audience - but I don't entirely agree with what's going on here.
I'm assuming that the story isn't solidified and you're picking and choosing what people like best followed by an abusive cramming into your story. That's not how a story should be completed. Your game should tell a story that is understandable and entertaining in whatever way it needs to be. Use your results very wisely.
Second, without any background I doubt that anyone can answer with proper qualifications. I'm assuming this is an apocalyptic world, but then you turn around and talk about a random group of four people killing a serial killer. It's really hard to wrap my brain around all of this.
I mean, if you came up to me and asked, "Do you like chocolate? Well how about fish? What if we deep-fried that fish? What's your stance on pickles?" I would say I love 'em all. I would have no idea what you're doing though. (Unless you're doing a full-course meal with desert and you somehow manage to get everything tied together all neat and tidy.)
On top of that, I don't think it's exactly right saying, "Well, I let players choose what they want." It doesn't have to be 100% based on the writer's brainwaves alone but it sounds like you're going to let people pick and choose what they find to be awesome just for you to smash it all together and say, "Here's a story." If I'm right, and you're doing what I think you're doing, you aren't original.
From what I understand, Valve originally intended for Portal 2 to be a GlaDOS-less game and provided their storyline to a small group of fans ahead of time. They were upset with the story and gave their criticism after the fact. Portal 2 has a pretty awesome storyline in my opinion [b]and[/b] with GlaDOS which proves that feedback is totally justifiable and great if you use it properly.
What I don't think would have worked out is if Valve went to people and said,
"Hey, we're bringing GlaDOS back. What do you think of that? Well, do you like zombies? Do you think it would be interesting if Nazis were involved? What if it was connected to Black Mesa? How about Mann Co? What if you play as GlaDOS?"
I think you should write your story out very loosely based on the results and do whatever you need to make an awesome storyline. You should then present it to whoever you want to see it and ask for criticism at that point.
[QUOTE=wauterboi;37194472]I think you should write your story out very loosely based on the results and do whatever you need to make an awesome storyline. You should then present it to whoever you want to see it and ask for criticism at that point.[/QUOTE]
So far, you have the made the most helpful post here, tied with The Aussie's post. We have 50 pages of story for the game, but it's all being refined constantly and sometimes changed completely. I know the survey was a bunch of "do you think it would be cool if..." questions, but I'm sure no one would do a ~200 questions survey that touched upon every single detail that might be changed anyway.
Project 6 should be a girl. A woman. We don't see much female protagonists.
[QUOTE=otaviomad;37274270]Project 6 should be a girl. A woman. We don't see much female protagonists.[/QUOTE]
Maybe even something happening before Project 6 is introduced, and whatever the player chose would determine the gender?
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