A dilemma

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Started by atasuke10 7 posts View original ↗
  1. So here I was wondering:
    In my game there would be multiple perspectives to the story, as in you could see different perspectives to everything.
    My dilemma though is: how to execute it.
    I could make the player choose a character and play it from that chars perspective or i could make it linear and have the game switch you between
    characters when the time comes. my problem with the latter is that at the start it would happen way too often. but the problem with choosing between characters is that you'd have to replay the thing to get the different perspective, and that if you just start off, you don't know any of them, which could be solved with an intro but i don't know.

    your opinions please! :)
  2. First I suggest you either establish a solid story with all of the characters in some sort of collaborative effort, or you could establish separate stories per each character based on the character choice.

    Story type examples:

    Final Fantasy IV - Linear dialog with no decisions on linear story

    Final Fantasy VII - Forked dialog with many decisions on linear story

    In any case, you need to establish a story before you can assume a dialog separation based on selection.  If you don't establish a solid story, you'll end up with a vague mix of stories instead of something real and comprehensive.
  3. Funplayer said:
    First I suggest you either establish a solid story with all of the characters in some sort of collaborative effort, or you could establish separate stories per each character based on the character choice.

    Story type examples:

    Final Fantasy IV - Linear dialog with no decisions on linear story

    Final Fantasy VII - Forked dialog with many decisions on linear story

    In any case, you need to establish a story before you can assume a dialog separation based on selection.  If you don't establish a solid story, you'll end up with a vague mix of stories instead of something real and comprehensive.
    I like the sound of "separate stories per each character" more for some reason.

    The story is already done, they all have different roles in it though thats why it's essential to keep the different perspectives part for me.

    But yea, separate stories sounds more appealing now. :D
  4. You don't want to force the Player to switch characters constantly during the first little bit of the game. That would be frustrating I think.

    Is there a solid merging point for the characters where their individual Stories becomes one? If so, I say let the player pick a character to play and play their route right up to the merging point. Then switch. So they have a satisfying amount of time with each character before switching.

    If you want to keep things more linear, then you can remove the option of choice, but still have them play through each character's route individually until the merging point, and switch. (that would be ideal if information leanerd in one route is crucial to understanding another)

    It means playing the same point in time over and over, but if these routes need to be handled separate for a reason, then they should be different enough for that not to be a problem of redundancy.
  5. I actually think your original idea of "one story with different perspectives" has more potential. I think you can have the same story, but with minor or major differences depending on how your characters act during each perspective. I don't know what your story is so let me make up a simple example to use as clarification.

    Say you have two characters a Black Knight and a White Knight who must find a legendary jewel in order to win the hand of a princess. The Black Knight sets off a bit earlier than the White Knight, but both eventually arrive at the Jewel Room at the same time. The player can play the Black Knight until he arrives at the Jewel Room, where he sees the White Knight. Before the two Knights do their final showdown, you can flashback to the White Knight's story, and play the White Knight until the final showdown.

    MINOR CHANGE

    Act I: During his journey, the Black Knight may choose to unlock a monster gate and leave it open.

    Act II: As the White Knight arrives a bit later, the White Knight will have to fight an extra difficult monster because the Black Knight left the monster gate open.

    MAJOR CHANGE

    Act I: During his journey, the Black Knight took an optional path that led to a mountain hermit who told him the truth: that his most hated nemesis the White Knight is actually his long lost brother.

    Act II: If the Black Knight did not meet the hermit, the White Knight will proceed to fight the Black Knight to the death as usual. However, if the Black Knight did talk to the hermit, the Black Knight will refuse to fight and the two will talk and have a teary reunion or something.

    Ok, I'm sure your story is much better than the above example, but that's basically the idea I'm trying to convey.
  6. watermark said:
    I actually think your original idea of "one story with different perspectives" has more potential. I think you can have the same story, but with minor or major differences depending on how your characters act during each perspective. I don't know what your story is so let me make up a simple example to use as clarification.

    Say you have two characters a Black Knight and a White Knight who must find a legendary jewel in order to win the hand of a princess. The Black Knight sets off a bit earlier than the White Knight, but both eventually arrive at the Jewel Room at the same time. The player can play the Black Knight until he arrives at the Jewel Room, where he sees the White Knight. Before the two Knights do their final showdown, you can flashback to the White Knight's story, and play the White Knight until the final showdown.

    MINOR CHANGE

    Act I: During his journey, the Black Knight may choose to unlock a monster gate and leave it open.

    Act II: As the White Knight arrives a bit later, the White Knight will have to fight an extra difficult monster because the Black Knight left the monster gate open.

    MAJOR CHANGE

    Act I: During his journey, the Black Knight took an optional path that led to a mountain hermit who told him the truth: that his most hated nemesis the White Knight is actually his long lost brother.

    Act II: If the Black Knight did not meet the hermit, the White Knight will proceed to fight the Black Knight to the death as usual. However, if the Black Knight did talk to the hermit, the Black Knight will refuse to fight and the two will talk and have a teary reunion or something.

    Ok, I'm sure your story is much better than the above example, but that's basically the idea I'm trying to convey.
    Makio-Kuta said:
    You don't want to force the Player to switch characters constantly during the first little bit of the game. That would be frustrating I think.

    Is there a solid merging point for the characters where their individual Stories becomes one? If so, I say let the player pick a character to play and play their route right up to the merging point. Then switch. So they have a satisfying amount of time with each character before switching.

    If you want to keep things more linear, then you can remove the option of choice, but still have them play through each character's route individually until the merging point, and switch. (that would be ideal if information leanerd in one route is crucial to understanding another)

    It means playing the same point in time over and over, but if these routes need to be handled separate for a reason, then they should be different enough for that not to be a problem of redundancy.
    #makio I see your point with changing characters all the time would be frustrating, so i guess after the introduction of characters i support the idea of having each of the characters' perspective play out one by one by choice and not switch around in the middle of them, only after their story finished.

    #watermark

    i really like that idea where your previous gameplay decisions would affect your upcoming scenes. While don't want to change how the story goes with them, but minor changes in how other characters interact with you and stuff like that sounds good to me :D (i feel ashamed for not having that idea in the first place so thanks for giving it :) ) though it may be harder to pull off if you can choose whatever character to start with ;c but still im all for it
  7. Hey no need to feel ashamed, glad to have been of help! Bouncing around ideas is what forums are for. There's plenty of times when I've been helped by others too. Good luck with your game!