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Note |
At points, I'll be
referring to my storyline for examples. If you
would like to see the incomplete work in order
to compare, you can find it at:
http://seifertim.no-ip.com
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Now that you have a general idea of the type of game
your looking for, now you need to come up with a setting
for your story. The setting is basically the overall
stage for your game. Some games benefit from completely
original, and alien landscapes, while other games seem
to make sense in settings that are familiar, and common.
It all depends on your overall theme, the one you came
up with before. If your making a post-apocalyptic game,
you may want to have your game take place in an
unrecognizable wasteland, or smack-dab in the middle of
Chicago. Most RPG's, with a fantasy setting take place
on a foreign world, almost completely different from our
own (Example: Final Fantasy, Chrono Trigger, Star Ocean)
Platform games tend to use either a setting that is
bizarre, almost humorous (Example Mario, Earthworm Jim),
or a 'generic' setting that is easy to compare to
something the player knows (Double Dragon, Ninja Gaiden).
This should be something simple to come up with, don't
spend to much time fretting on the basic Setting, you
have to save your energy for what's coming up. My job
was a little harder, since in Worlds, the player moves
from world to world, in which each setting is different.
I made my setting encompass the entire Omniverse, so
effectively, my setting is as follows: Worlds takes
place in an Omniverse, composed of infinite separate
universes (or universi?) similar to cells in a body,
separated by a substance called "Ether". Travel between
universe(es/i) is difficult to accomplish, but possible.
Once you have this put down to paper, you should be
ready (and hopefully excited) to elaborate on it. You
should start thinking about the details of your setting,
and how they all interact. This is where the hard work
comes in. Break out those pencils people! Now you have
to build your setting into a believable, and hopefully
enjoyable environment for the PCs (Player Characters) to
romp through. This is one of the difficult parts of
Story Development. You have to make everything in your
setting mesh smoothly together, nothing should
contradict each other. For instance, if your setting
says that in the ancient past, humans could wield all
kinds of magic, that is now lost to today's generation,
then compliment, and talk about this aspect of history
by having Modern Mages talk about that era, and show
artifacts, and other relics of the past era: magnificent
castles, powered by ancient magic still working, or
giant crater-scarred plain where ancient battles
occurred. However, you need to think about what this
would mean to the currently living population: Do they
now have an abundance of ancient magical items that
still work? Is magic now extremely rare/non-existent?
What happened to that race of Mages? Did they kill
themselves? Did thy inter-marry with non-magical folk,
and 'water down' the gene pool? Whatever you pick should
be consistent with your setting: Don't choose to
eliminate magic all together, and then decide you want
your PCs to have powerful magic skills - unless you can
explain it. Explaining things away can be easy, but be
careful - make sure it makes sense, and don't just say:
"they can do this, that no one else can do, 'cause they
are cool/powerful/special!" - that's a cop-out, and is
just sad. In following my example, you could say that
they were gifted by some kind of magical artifact, or
perhaps there is a fringe race of people who still have
magical abilities, or something more sinister is going
on... try to avoid the easy way out. It's always better,
and sometimes more fun, to make something up that's
interesting, than copping out.
The setting is one of the hardest, most rewarding,
and most fun of all the aspects of Story Development, at
least to me. I want to note, that at this point we're
not making up individual locations, just a general
world/area-wide collection of information about how
things work, how they are, and their history. One method
I've come up with to put everything in order, is to make
sort of a list of things involved with the setting... I
mostly use this list for my personal use, until I'm
ready to publish to my Design Document. Here's an
example excerpt on the subject of 'Ether':
Ether:
-
Has metallic Blue/Violet sheen
-
disappears quickly while in Material
environment - looks like quicksilver floating away and
shrinking....
-
has morphological effects on material
organisms immersed in ether for extended periods of
time.
I have pages, and pages of similar writing, which I
reference when needed. Some of it has ended up in a
final form in my Design Doc (lit. Really Big File Full
of Really Important Stuff). Feel free to spend as much,
or as little time in this section as needed to flesh out
your environment, and don't think that once you've made
up as much cool stuff as possible that you're done, you
should come back to this section often to add things,
remove things, and make changes to make sure everything
is kosher. Okay, so now we have our Destination Goal
laid out for us, and a basic idea of the type of game
it's going to be, plus, we now have a detailed chunk of
paper full of information about our environment. We're
getting there!
Next Section -
Part 3: Player Characters