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Topic: Plots and subplots in games

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23 OCT 2002 at 4:07pm

Skye

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Hi!
Still gathering information for the game I'm working on . . . .

In instances where a game has a sub-plot (for example, the main objective is to return the stolen goods, the sub-plot is to trap the thieves for the authorities) would you prefer:

1: to know the main plot and have to figure out the sub-plot during game play

2: to know the main plot and the sub-plot prior to beginning the game

3: to have to determine both the main plot and the sub-plot during the course of the game.

Any plot line would be spelled out in the accompanying manual.

Thanks again,
Anne
Indie Developer of Scavenger Hunter&&The Replayable Adventure Game!&&- 4,446 scenes, 5,796 overlays,&&- First Indie Adventure Game&&   To Use A.I. Randomizer Technology,&&- 7 years in the making!!! RELEASED !!!&&&&Order yours now at:&&[url]http://www.Sagewood-Software.ca[/url]

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23 OCT 2002 at 4:44pm

bistro

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Choice 1.  You don't necessarily have to spell out the main goal completely at the start. ...just enough to intrigue the player. Sub-plots (objectives?) can be revealed as the game progresses. You can even state the goal and objectives prior to each episode, but then introduce something that changes the objectives temporarily (like in the Thief series).  But always keep the main goal.

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23 OCT 2002 at 5:12pm

JonasKyratzes

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I find that there is no answer. It all depends on the game, and what you're trying to achieve. Every game must be treated as a unique work of art. There are no rules.
[i]

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23 OCT 2002 at 6:23pm

FlameBoy

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I'd say Number 1 - at least have the player know what they're meant to be doing at the start, although there should certainly be more aspects to the story revealed as the game goes on.

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23 OCT 2002 at 6:56pm

MichalN

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I strongly prefer a different rule: always let the player know what his/her objective is right now. There is no requirement to reveal the main objective at the beginning and it may change in the course of the game.

As an example I could give the RPG Arcanum. At the very beginning the player knows nothing at all, though he/she soon learns what the main objective is at least in a rough outline. As the game progresses, more and more details become known. The twist is that just as the player prepares for the final battle, it turns out that the arch villain is not a villain at all and that the enemy is really someone else. I loved that kind of plot development.

There is however nothing worse than having the player wonder "OK, and what the heck am I supposed to do now"? That should never happen.
I forgot my sig.

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23 OCT 2002 at 8:42pm

bleepnik

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I'd have to agree with Jonas.  I can't give a blanket response, it totally depends on the game.  All the approaches can work equally well.

.gita


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