Hello,
I have an idea for a plot for a series I want to writecreate and would like feedback from people who wont flatter me (i.e family members). The genre is adventure/magic/ action I guess but its still very early days but I will explain the basics below:
· A young man named Hiro leaves his small home island of Stonehaven to fulfil his dream of reaching and exploring the End of the World (1). Hiro has lived on the small island his whole life and has an unquenchable thirst for adventure. He has chosen his goal to be the End because when he was younger, a travelling mercenary visiting his master told him what End was- completely enrapturing the isolated young Hiro. Hiro made this his aim and trained since that day to become strong enough to make the journey. Hiro possesses a rare item known as an artefact and it will be very important in his journey. He has had the artefact ever since he was discovered on Stonehaven as an infant; embedded in the back of his left hand. Artefacts are rare but each possesses unimaginable and different powers(2). Across the world, multiple guilds are being formed. A guild is a group of like-minded individuals aiming for the same goal. More specifically, Explorer’s Guilds are being formed in order to have a greater chance of reaching End. Many people want to reach End for many different reasons but Hiro’s may be the most profound of all; for the joy of adventure(3). Along the journey, Hiro will meet various different people who will join him in his cause and they will team together to reach End.
Artefacts: Special items and tools that boost power in battle (e.g. A sword that covers itself in flames or the ability to communicate with animals via a connection of some sort). This is one of the main gimmicks of mi idea but I do not want them to be overpowered so soldiers without artefacts can still beat them.
The End of the World: In the story, the End of the World is undiscovered. Many groups want to reach End for various types of gain- e.g. The World Govt. wants to establish a base there to ensure complete control over the worlds laws. The race to reach the End is highly competitive. ( I do have more for this but I do not want a wall of text to stop people commenting :/ )
Adventurers Guilds(4): Early on in the story, Hiro will form a guild and use it to generate funds and experience for his eventual assault on the End. He will set the guild up in his countries capital city and gradually gain members who use the guild for work and in turn help Hiro in his goal.
My main concern is that I am trying to fit too much into the story and that maybe I should just focus on the guilds or the End. More information available(5).
I would appreciate any feedback and would be happy to send a copy of what I have to anyone looking for something to read or would like to help me some more.
Many Thanks.
1: Why?
"Hiro has lived on the small island his whole life and has an unquenchable thirst for adventure." is simple and it works but it sucks.
He could just go for an adventure to another island... why does he want to go to the End of the World? (Maybe call it the Edge of the World or the World's Edge). Unless you want some kind of plot twist, like the main character is the unwitting reincarnation of a great evil and unconsciously longs for the utter annihilation of all life... and doesn't realize that is what he is trying to find... followed by some grand internal struggle...
or something.
Calling it "The End of the World" implies Apocalypse, closure or some kind of destruction.
2: Lame.
Not saying this to discourage you but sounds like the plot to every modern anime. You want something that is going to be interesting to your player and make your game memorable. Chosen One found with artifact of unimaginable power who wants to travel the world, is lame. You're not lame. But the idea is tired. Its been done, a lot. And its cheap.
If you get an object of unimaginable power, come up with something in game. During the first Act have him get into an unexpected battle with an extremely powerful antagonist, then have them "slip on their robe" and fall off a cliff or accidentally get crushed under a rock knocked loose by the rampaging cow the hero had originally been sent to recover from the mountain top...
something like that.
THEN the hero finds the object that he shouldn't otherwise have. Something like that can work, but just always having it is dull and lazy writing.
Maybe then the artifact is what he needs to start the adventure?
I know this suggestion is hackneyed; its been done over and over since the Wizard of Oz, but even that is more original than "Found with an artifact of ultimate power" thing. Its WAY over used... and worse... its boring.
3: The Most Profound of All.
No its not. The Joy of Adventure is an extremely ty excuse... BUT... its an AMAZING excuse if there is a rival or antagonist who has a REALLY awesome reason for wanting to get there but is beaten to it by this "dumbass" who just went on the quest because they thought it would be "fun" and it gives them a really good reason to be in opposition with the protagonist.
The Joy of Adventure is a really magical and wonderful motivation, but it is by no means the most profound. In fact, I'd argue its one of the least profound reasons. Everyone loves discovery and finding new places and new things. If you're just going somewhere because its neat, and you find something someone else has been in search of their whole life, its not profound. Its funny, but its not profound.
4: Adventurer Guilds
You called them Explorer Guilds earlier in the post -- given the theme of the game is exploration -- that is better. Stick with Explorer Guilds, sounds better and focuses your project more.
5: Is my Game is too Ambitious?
It might be. If its just you, I'd say it could be. Making games is hard, to get mine anywhere near complete I have needed to outsource a lot and I've done a lot of data-basing. But if this is something you are passionate about... you can do it. A simple story with great design can be fun and I feel that you are trying to tell a fun story. Just don't fall into the trap of cliches without being aware of it. And if you
feel like your game is too big... it probably is.
Do you know how to write Acts, like in a play?
If not, look it up on Wikipedia or do a tutorial. It will help you a lot, when I was learning how to write screenplays for film and television it really helped me out... but I've also found it helped me a lot when planning out my game. You need a "Beginning" a "Middle" and an "End."
Its not has hard or daunting as it sounds. If you start by writing the skeleton of the story and then fill that in, it will help from things bloating and becoming overwhelming.
Remember, even a short game can be fun if it is well-written. And a finished short game is better than any project abandoned. I hope something I've said here has helped some... I am no expert by any measure... but I know the art of storycraft and the biggest key to making that work is being passionate about the story you want to tell.
All the best Bud.
~RetroBoy