Developing a Gameplay-Friendly Plot
by Brian "Ayavaron" Ross II · in Game Design and Creative Issues · 07/05/2005 (5:04 pm) · 11 replies
I've been trying to come up with an outline for a storyline that would translate to a game well, providing ample material for missions, levels, bosses, and whatnot.
A motif I noticed has worked well for this type of thing in games is the idea that the game character works for some kind of organization. The organization can assign missions to you, go under attack, betray you, etc. and all of those things can work well for gameplay. So, I sought to create an interesting one for the game's storyline.
The idea I have going so far takes place ten-twenty years from now.
The organization is VIE, led by a mysterious group of scientists with ego issues. VIE is trying to take over the world using a nanobot technology that can elliminate free will in those they infect. The infected can then be controlled by specially trained personell who are equipped with a wealth of cybernetic attachments facilitating their abilities.
As of the beginning of the game, their nanobot technology isn't quite at the stage it needs to be for it to work. It takes far too long and too much effort to infect people with nanobots. At this point, they need to kidnap people in order to build their armies.
In some Middle-Eastern country that the U.S. will have invaded by then (yet to be decided) a U.S. helicopter crashes into the desert. There are two survivors, one of whom is your character. VIE operatives, imitating a secret division of the U.S. military come to the "rescue" of your character. They carry you off to their homebase where they run some tests (including an obstacle course which serves as an introduction to controlling your character.
They decide to outfit you with "an experimental combat suit" that in actuality is a test of automated nanobot infesting. It works slowly and totally subtly so that the wearer never knows until their free will is completely gone. The process takes seven (not definite) hours. (The game's singleplayer isn't intended to be too long and the remaining events of the game will happen in real-time.)
The other survivor of the crash is taken in to be trained as a nano-commander.
Keeping with the idea that VIE is a secret branch of the military, they send you off on a mission (which both seems like a U.S.-based operation and serves their purposes) to "return hostages" which is in actuallity a mission kidnap more nano-slave subjects. When that mission is done, you are taken back to the base with the hostages. They send you on another mission when you get back, they send you on another mission.
This time, you are going to deal with a military force (nationality not decided) is on track to go along a path that if travelled would allow the force to discover the base's location. Once the force is dealt with, you are again taken back to base.
...continued next post.
A motif I noticed has worked well for this type of thing in games is the idea that the game character works for some kind of organization. The organization can assign missions to you, go under attack, betray you, etc. and all of those things can work well for gameplay. So, I sought to create an interesting one for the game's storyline.
The idea I have going so far takes place ten-twenty years from now.
The organization is VIE, led by a mysterious group of scientists with ego issues. VIE is trying to take over the world using a nanobot technology that can elliminate free will in those they infect. The infected can then be controlled by specially trained personell who are equipped with a wealth of cybernetic attachments facilitating their abilities.
As of the beginning of the game, their nanobot technology isn't quite at the stage it needs to be for it to work. It takes far too long and too much effort to infect people with nanobots. At this point, they need to kidnap people in order to build their armies.
In some Middle-Eastern country that the U.S. will have invaded by then (yet to be decided) a U.S. helicopter crashes into the desert. There are two survivors, one of whom is your character. VIE operatives, imitating a secret division of the U.S. military come to the "rescue" of your character. They carry you off to their homebase where they run some tests (including an obstacle course which serves as an introduction to controlling your character.
They decide to outfit you with "an experimental combat suit" that in actuality is a test of automated nanobot infesting. It works slowly and totally subtly so that the wearer never knows until their free will is completely gone. The process takes seven (not definite) hours. (The game's singleplayer isn't intended to be too long and the remaining events of the game will happen in real-time.)
The other survivor of the crash is taken in to be trained as a nano-commander.
Keeping with the idea that VIE is a secret branch of the military, they send you off on a mission (which both seems like a U.S.-based operation and serves their purposes) to "return hostages" which is in actuallity a mission kidnap more nano-slave subjects. When that mission is done, you are taken back to the base with the hostages. They send you on another mission when you get back, they send you on another mission.
This time, you are going to deal with a military force (nationality not decided) is on track to go along a path that if travelled would allow the force to discover the base's location. Once the force is dealt with, you are again taken back to base.
...continued next post.
#2
"A motif I noticed has worked well for this type of thing in games is the idea that the game character works for some kind of organization. The organization can assign missions to you, go under attack, betray you, etc. and all of those things can work well for gameplay. So, I sought to create an interesting one for the game's storyline."
This is probably why it is not interesting to me. It is a motif that has been used before... many, many times before. The organization that seems good, but is actually evil, may be a classic idea but it doesn't make for anything original. The concept of nano machines, and the inherent dangers, are also very overused.
Not knowing what the gameplay hook for this particular game is, I can't really give good suggestions to improve the story, but I may be able to make suggestions if you post some gameplay info (or email me at jbourrie@digipen.edu). Keep in mind, I'm no writer, but I am a huge believer that the more creative input you can get from reliable sources, the better your game will be.
07/05/2005 (5:19 pm)
I'm not meaning to be rude, this is meant to be a constructive post, but the story just didn't grip me. It sounded a bit... generic."A motif I noticed has worked well for this type of thing in games is the idea that the game character works for some kind of organization. The organization can assign missions to you, go under attack, betray you, etc. and all of those things can work well for gameplay. So, I sought to create an interesting one for the game's storyline."
This is probably why it is not interesting to me. It is a motif that has been used before... many, many times before. The organization that seems good, but is actually evil, may be a classic idea but it doesn't make for anything original. The concept of nano machines, and the inherent dangers, are also very overused.
Not knowing what the gameplay hook for this particular game is, I can't really give good suggestions to improve the story, but I may be able to make suggestions if you post some gameplay info (or email me at jbourrie@digipen.edu). Keep in mind, I'm no writer, but I am a huge believer that the more creative input you can get from reliable sources, the better your game will be.
#3
like joe said it does sound rather generic though. also, i know you havent worked out all the details, but the story would be a bit more polished it you tightened up the loose ends. for instance, why were you and a co-pilot flying in a helicopter in the middle-east in the first place? why did the scientists pick you two? how did they know where to find you? is the scientists' base of operations located in the middle-east? why?
pretty cool story though... sounds like someones trying to compete with mgs.
07/05/2005 (7:38 pm)
Brian i have to give you credit. it sounds like you took your time to come up with a very detailed plot. youve come up with some cool ways of integrating the game tutorial, bosses, and player motivations. at this point, whether your game is good enough would depend on the gameplay.like joe said it does sound rather generic though. also, i know you havent worked out all the details, but the story would be a bit more polished it you tightened up the loose ends. for instance, why were you and a co-pilot flying in a helicopter in the middle-east in the first place? why did the scientists pick you two? how did they know where to find you? is the scientists' base of operations located in the middle-east? why?
pretty cool story though... sounds like someones trying to compete with mgs.
#4
First up, nice work on actually taking the time to sit down and think about your game before diving headlong into Torque. You've just avoided the first obstacle that catches the majority of people coming to game development for the first time.
I think your premise for the plot has potential, but you need to work to iron out some of the cliches inherent in the path that you've taken, and think deeper about the background and motivation of all participants in your story.
Rather than trying to take a scenario and alter it, you might want to break your story down into a journey of the main character. Start off with a bit of history, who he is and where he came from. Why he's doing what he's currently doing. Then take someone in particular at VIE as the main antagonist, and work out why this particular person is going to change the life of your hero.
If you look at situations on a human level, instead of trying to engineer the geopolitics, you'll have a much more engaging basis for your story. You'll find at that point that it's the journey of your characters that's important, and that the details can be swapped in and out around the major events without having to setup complicated scenarios.
Once you've lived with your characters and their motivations for a while, you'll have a much more coherent basis for setting up the gameplay elements.
Good luck.
07/05/2005 (8:58 pm)
Hey Brian,First up, nice work on actually taking the time to sit down and think about your game before diving headlong into Torque. You've just avoided the first obstacle that catches the majority of people coming to game development for the first time.
I think your premise for the plot has potential, but you need to work to iron out some of the cliches inherent in the path that you've taken, and think deeper about the background and motivation of all participants in your story.
Rather than trying to take a scenario and alter it, you might want to break your story down into a journey of the main character. Start off with a bit of history, who he is and where he came from. Why he's doing what he's currently doing. Then take someone in particular at VIE as the main antagonist, and work out why this particular person is going to change the life of your hero.
If you look at situations on a human level, instead of trying to engineer the geopolitics, you'll have a much more engaging basis for your story. You'll find at that point that it's the journey of your characters that's important, and that the details can be swapped in and out around the major events without having to setup complicated scenarios.
Once you've lived with your characters and their motivations for a while, you'll have a much more coherent basis for setting up the gameplay elements.
Good luck.
#5
Its obvious I have a lot to think about, but I'm beginning to get some ideas. I'll post 'em when I think them up.
07/05/2005 (11:05 pm)
Thanks for the help with this.Its obvious I have a lot to think about, but I'm beginning to get some ideas. I'll post 'em when I think them up.
#6
07/05/2005 (11:34 pm)
Hi Brian. I think it's a great start. Still a little small in character development, but I think you could take this project far. I think it would be cool to make it into a Metal Gear Solid-like game. Can't wait to hear about this project.
#7
07/06/2005 (12:10 am)
A note to Matt. Character development was intentionally left out of the outline because I wanted to focus on the elements presented there. If you notice, the only thing with a name was VIE.
#8
07/06/2005 (12:36 am)
I've got a question, what does VIE stand for?
#9
07/06/2005 (11:28 am)
It doesn't. Its VIE as in the verb vie which means "to strive for superiority."
#10
Look through it all and raise questions, yourself, about what gameplay elements can be reflected in the story. It sounds FPS-ish at this point, but only you can define that.
Great start and good luck!
- Ronixus
07/06/2005 (11:28 am)
Sweet story and all, just make sure that it coincides with gameplay elements. The others who've posted above have some good advice for you, too. My best advice:Look through it all and raise questions, yourself, about what gameplay elements can be reflected in the story. It sounds FPS-ish at this point, but only you can define that.
Great start and good luck!
- Ronixus
#11
Ok, most games which have a storyline are somekind of an interactive movie. But did you ever play Outcast? This game was great, with great cutscenes...
I think you should search for a book which was originally made for hollywood-writers. A book which tells you the secrets of good stories. When your game has a nice story to tell, with many interesting and unexpected turns, then it should be no problem to use a generic and often used "story-outline".
You know: Don't judge people by their outward appearance! It's what's inside that counts... ;)
07/06/2005 (1:41 pm)
Personally i love games which seem like interactive movies.Ok, most games which have a storyline are somekind of an interactive movie. But did you ever play Outcast? This game was great, with great cutscenes...
I think you should search for a book which was originally made for hollywood-writers. A book which tells you the secrets of good stories. When your game has a nice story to tell, with many interesting and unexpected turns, then it should be no problem to use a generic and often used "story-outline".
You know: Don't judge people by their outward appearance! It's what's inside that counts... ;)
Torque Owner Brian "Ayavaron" Ross II
The problem is the other crash survivor. He took naturally to the controlling of nano-slaves and spread his mind too thin among too many nano-slaves. Result: he's gone crazy and is a threat to all who are near him. Something clues you in to the fact, that at this point, he is barely human. Realizing that you are a threat, he begins a fight with you. His control of several nano-slaves should make things interesting.
After the fight, you step out of the training area (where you just fought) you are met by the scientist who sent you off on a mission. Immediately, there is a gun to your head. In a typical villanious way, she reveals everything to you with the assumption that you are going to die as soon as the exposition is done with. In a miraculous turn of events, she misses, giving you an oppurtunity to detain her. You realize that you need to stop VIE and stop the suit from taking over.
The scientist explains that the suit can't be taken off as it has attached to your body in several places. Your best hope for saving yourself is to take out the nano-commanders. You must now hunt them down through-out the base.
That's all I've gotten so far. I'm not totally sure where to go from there. I'd like to have more missions in the beginning, but I need some ideas. I want the conclusion to the story to be exciting and end in a big, long, climactic bossfight (that takes at least a half-hour.) Naturally, I intend to flesh out the characters more for a final script but I want a general outline going first so, please post your ideas in this thread. Your help is appreciated.