Back Story!
by lksdg · in General Discussion · 03/18/2002 (4:32 pm) · 30 replies
I'm really digging the art design and cant' wait until the game is fleshed out more, but what about the story, the world, other races?
Anything!? lol
Anything!? lol
About the author
#2
03/18/2002 (10:26 pm)
Jeff, you should hit up Mr. Meddish for some backstory writing. He's sitting all cold and lonely in Bend. ;)
#3
At least make it less fantasy and more warfare :))
Phil.
03/25/2002 (11:21 am)
Sod the backstory, just give us a list of races, classes, spells, weapons, mechanics etc..At least make it less fantasy and more warfare :))
Phil.
#4
There will be plenty of action, warfare, and combat, but I also envision many sites dedicated to the world itself.
In a commnity based game this large in scope, having some of the community focus on the story does not slow down or inhibit the development of the actual game. Phil, you mentioned WH40K, and I have to say that I love that product, but hardly ever played the game. I collected the little guys, painted them, and read the books. I think back story is important.
Jeff Tunnell GG
03/25/2002 (12:46 pm)
The reason we will supply backstory is that many people find it interesting and important. FOr example, in Tribes, the backstory made not difference in the gameplay, but the first thing an editor of a magazine asks is "what is the backstory"? In addition, backstory helps define what the conceptual drawings look like, helps foster community building, and for many of us, including me, it is just part of the fun.There will be plenty of action, warfare, and combat, but I also envision many sites dedicated to the world itself.
In a commnity based game this large in scope, having some of the community focus on the story does not slow down or inhibit the development of the actual game. Phil, you mentioned WH40K, and I have to say that I love that product, but hardly ever played the game. I collected the little guys, painted them, and read the books. I think back story is important.
Jeff Tunnell GG
#5
As the intention is to change early and often, playtest changes and incremental changes until the gameplay works, I'm not really concerned about the "story". Much better for creating the game that we have a thorough list of the mechanics and objects required :))
I'm not against story, just trying to say that in my experience, if you start concentrating on story, you start fantasizing rather than concentrating on the mechanics of the thing youre trying to provide.
The "reasoning" behind having something in game is fine, as long as it isnt part of the docs that people have to make the game from :)))
I'd personally keep the two apart. Story is much more useful in the manual, not in the design.
Phil.
03/30/2002 (9:20 am)
I'm not a big fan of "story" Jeff. I just dont think its as important as play mechanics. Of course that depends on the game and genre. Ive no problem with people making one up at all, but frankly, its gameplay that counts.As the intention is to change early and often, playtest changes and incremental changes until the gameplay works, I'm not really concerned about the "story". Much better for creating the game that we have a thorough list of the mechanics and objects required :))
I'm not against story, just trying to say that in my experience, if you start concentrating on story, you start fantasizing rather than concentrating on the mechanics of the thing youre trying to provide.
The "reasoning" behind having something in game is fine, as long as it isnt part of the docs that people have to make the game from :)))
I'd personally keep the two apart. Story is much more useful in the manual, not in the design.
Phil.
#7
Personally, I usually avoid games like that, as do most of my friends. I got Starsiege because it looked interesting in both aspects. In the game, the story isn't mentioned really, but it at least provides an internet-like interface in which you can read the current news and see the story progress, if you care about it.
I say do something to that extent. Don't focus on the plot so that a fighting game won't be bogged down time-wise with a lot of "filler," as some people see it. Contrarily, offer the plot as a side option in some way for people that actually care.
04/02/2002 (5:53 pm)
I can tell you that, as a player and consumer, plot IS important. I get tired of games that simply throw a system at you and say, "Here, kill stuff." Simply offering an explanation for why you're fighting isn't satisfactory either. I've seen games that try to have plots, but end up just making themselves look stupid. Unreal Tournament is one example. "A business makes people kill one another for support." There's your plot.Personally, I usually avoid games like that, as do most of my friends. I got Starsiege because it looked interesting in both aspects. In the game, the story isn't mentioned really, but it at least provides an internet-like interface in which you can read the current news and see the story progress, if you care about it.
I say do something to that extent. Don't focus on the plot so that a fighting game won't be bogged down time-wise with a lot of "filler," as some people see it. Contrarily, offer the plot as a side option in some way for people that actually care.
#8
Phil, even though you say sod the backstory, I find it interesting that you are actually giving it quite a bit of play in your game, Cap't Zap. You are worrying about what he looks like, what his name is, what his side kick looks like, what his name is, what kind of ship he flys, the type of weapons he uses, etc. Even though fun gameplay is the primary concern behind your choice of weapons, plane, etc., you are still making story choices in order to make sure those weapons fit in with the story. You also made the awesome connection with Pascal to make sure all of the art looks like it belongs in the same game. In addition, Pascal's art can't help but define a back story.
The difference is that your game is small enough to be contained mostly in your heads, whereas the "book" on RW needs to be understood by many different artists, modelers, and other contributors.
Anyway, I think creating the backstory is fun, and that is what we are here for.
Jeff Tunnell GG
04/02/2002 (7:29 pm)
The plot will not get in the way of the game. But we will have a section of the community site that can work on it. I must say that IMO the plot of a game makes a lot of difference. It gives a coherence to the world that permeates that characters, situations, and play types.Phil, even though you say sod the backstory, I find it interesting that you are actually giving it quite a bit of play in your game, Cap't Zap. You are worrying about what he looks like, what his name is, what his side kick looks like, what his name is, what kind of ship he flys, the type of weapons he uses, etc. Even though fun gameplay is the primary concern behind your choice of weapons, plane, etc., you are still making story choices in order to make sure those weapons fit in with the story. You also made the awesome connection with Pascal to make sure all of the art looks like it belongs in the same game. In addition, Pascal's art can't help but define a back story.
The difference is that your game is small enough to be contained mostly in your heads, whereas the "book" on RW needs to be understood by many different artists, modelers, and other contributors.
Anyway, I think creating the backstory is fun, and that is what we are here for.
Jeff Tunnell GG
#9
An account or recital of an event or a series of events, either true or fictitious,
In non-persistent games like the "Tribes" and the "Unreal Tournaments" of the genre, Story isn't critical to the actual functioning of the game. Take Blake Hutchins, who's sole role in the development of T1 and T2 was "story". Technically you could have removed Blake from the picture and the game still would function, but remove him and suddenly a lot of the "character" or "face" of tribes is gone. Blake didn't code the physical engine, or the netcode, or darw the textures and models, or script and design the physical game play, but an entire community evolved (and still exists www.tribesroleplayers.com ) from his contribution. His work added a subtle 4th dimension of depth to this 3D shooter that other games like Quake and Counterstrike don't have. It gave players all that much more to latch onto and get lost in the game of Tribes.
In a persistent game, like Realm Wars wants to be, this takes on a meaning of importance all its own. In order for a "persistent" universe to function the players have to believe in the reality of our little fictitious Realm Wars world. There has to be "Suspension of Disbelief" which takes depth of character. Even with the most bizarre and fantastic that occurs in RW, you need at least a little bit of logic behind it and that takes someone sitting down and creating the reasons for why things are they way they are in RW.
Take Counter Strike, no one cares about why this certain group of "terrorists" have decided to blow up this seemingly worthless set of crates in the middle of nowhere important. No one really cares about why this de facto government organization has only sent 6 counter insurgents armed with only a pistol and no armor to stop the terrorists. No one cares, because that's not the point. After the 5 minute round ends, no cares what happened in the aftermath of the crates being blown up or not, its just a matter of when to start it all over again. You turn off your computer and no one wonders about anything except when to turn it back on so the terrorist can try again. There's no need for persistence because we don't want persistence in Counter Strike, we want to blow up the same crates over and over again. That's the point of the game.
However, in Realm Wars we want persistence. We want the player to feel that even after they turn off the computer, the game world continues to live on without them. We want them to believe that whatever they invested into the world before turning off the computer [their window into the Realm Wars] will still be there. It will not have reset back to the same state of when they first turned on their computer and entered the world.
In order for that to happen we need to convince the player of there being enough depth to Realm Wars that there exists all kinds of stuff that goes on behind the scenes. This is stuff that the mere machanics of the raw gameplay design can not do. We must suspend their disbelief and convince them of there being the machinery of fiction that continues to rumble on even after they've shut off their monitors. We have to give them reason to want to return, reason to want to explore what became of their actions the last time they visited the game world. We have to give them a "Story".
Story may not be the foremost of that which is important to Realm Wars at this early stage in development. However, "Story" will become an important pillar in Realm Wars and one that should not get neglected.
04/02/2002 (8:55 pm)
sto·ry (stôr, str) An account or recital of an event or a series of events, either true or fictitious,
In non-persistent games like the "Tribes" and the "Unreal Tournaments" of the genre, Story isn't critical to the actual functioning of the game. Take Blake Hutchins, who's sole role in the development of T1 and T2 was "story". Technically you could have removed Blake from the picture and the game still would function, but remove him and suddenly a lot of the "character" or "face" of tribes is gone. Blake didn't code the physical engine, or the netcode, or darw the textures and models, or script and design the physical game play, but an entire community evolved (and still exists www.tribesroleplayers.com ) from his contribution. His work added a subtle 4th dimension of depth to this 3D shooter that other games like Quake and Counterstrike don't have. It gave players all that much more to latch onto and get lost in the game of Tribes.
In a persistent game, like Realm Wars wants to be, this takes on a meaning of importance all its own. In order for a "persistent" universe to function the players have to believe in the reality of our little fictitious Realm Wars world. There has to be "Suspension of Disbelief" which takes depth of character. Even with the most bizarre and fantastic that occurs in RW, you need at least a little bit of logic behind it and that takes someone sitting down and creating the reasons for why things are they way they are in RW.
Take Counter Strike, no one cares about why this certain group of "terrorists" have decided to blow up this seemingly worthless set of crates in the middle of nowhere important. No one really cares about why this de facto government organization has only sent 6 counter insurgents armed with only a pistol and no armor to stop the terrorists. No one cares, because that's not the point. After the 5 minute round ends, no cares what happened in the aftermath of the crates being blown up or not, its just a matter of when to start it all over again. You turn off your computer and no one wonders about anything except when to turn it back on so the terrorist can try again. There's no need for persistence because we don't want persistence in Counter Strike, we want to blow up the same crates over and over again. That's the point of the game.
However, in Realm Wars we want persistence. We want the player to feel that even after they turn off the computer, the game world continues to live on without them. We want them to believe that whatever they invested into the world before turning off the computer [their window into the Realm Wars] will still be there. It will not have reset back to the same state of when they first turned on their computer and entered the world.
In order for that to happen we need to convince the player of there being enough depth to Realm Wars that there exists all kinds of stuff that goes on behind the scenes. This is stuff that the mere machanics of the raw gameplay design can not do. We must suspend their disbelief and convince them of there being the machinery of fiction that continues to rumble on even after they've shut off their monitors. We have to give them reason to want to return, reason to want to explore what became of their actions the last time they visited the game world. We have to give them a "Story".
Story may not be the foremost of that which is important to Realm Wars at this early stage in development. However, "Story" will become an important pillar in Realm Wars and one that should not get neglected.
#10
Conceptual Backstory Fantasy Game
Garage Games
11-23-01
By Blake Hutchins
Take 1: THE LAST CITY - a standard setup
Backstory
The elven Seven Cities lie in the peaceful realm of Avaellion, where dwarves and halflings also live. True to stereotype, the dwarves are smiths and merchants, and the halflings woodland farmers. Humans can be whatever they want.
The Hordes are led by the Witchlord, himself formerly a prince of the Seven Cities who was exiled for dabbling in dark arts. He traveled over the mountains and encountered the fierce orc tribes in the far lands of Kirghuzar. Using his sorcery and summoning terrible spirits, the Witchlord rose to become the spiritual leader of the orcs. He created a great army and led them back over the mountains to exact his revenge on the Seven Cities. He cares little what his orcs do, so long as the Seven Cities fall and he has the pick of any artifacts or magical lore the cities contain. It is said he also seeks to capture certain individuals on whom he blames his exile.
The Princes of the Seven Cities had been at peace for so long that they were unprepared for war. Only the cantankerous dwarves mounted any resistance at first, using their fearsome arts of gunpowder, but they were too few to achieve victory. The halflings adapted, as halflings do, and used their stealth and archery skills to harry the oncoming Hordes. Of all the Sithi Lords, none but Elachai Morningsword, the Silver King, Lord and Master of the City Lorigal, was able to muster any defense. His city still had a great store of ancient weapons from the Forgotten Ages, and he was able to arm his people and offer haven to the refugees streaming from the sack of the other cities.
Motivations
Orc Hordes: Plunder, Glory, Revenge
Elven Alliance: Survival, Freedom
Flavor Overview
For millennia, the Seven Cities dwelt in peace under the rule of the immortal Sithi, whom men call elves. Then came strangers into the lands of the Seven, a ravening orc horde who brought fire and death, and who knew nothing of mercy.
The orcs were but the vanguard from the dark land of on the far side of the Skyspear Mountains. Rumors whispered of their leader, the Witchlord, a dark sorcerer who sought to destroy the Seven Cities in revenge for some ancient wrong.
Untutored in the arts of war, the Seven Cities fell one by one, the survivors fleeing into the deepwood and downriver to the marshlands. Only by Lorigal, the Seventh City, did the Sithi and their allies rally for a dear-bought victory.
Now a motley alliance of dwarves, men, elves, and halflings stands against the darkness. Led by the Silver King Elachai Morningsword, the Last City mounts a desperate defense against the invaders.
The Realms
Avaellion: A realm of hills and woodlands, idyllic in many ways. The elves live either in huge forest tree villages or imposing white cities with slender jeweled towers. Dwarven holdfasts are compact stone ring forts, usually near a mine. Halflings live near woods in small farming villages. Men live in towns around the great elven cities. There are great forests, a mighty river, desert valleys to the west, snow-covered forests to the north, and marshlands to the south, just before the Duskwater Sea. The Skyspear Mountains lie to the East, beyond which lie the lands of Kirghuzar. There is one major pass through the Skyspears. It is called Kandelar Stair by the elves, or Wyrm's Run by the orcs. At this time the orcs control the Pass.
Lorigal lies in the Southwest, astride the River Harping, which is deep enough for ships to come upriver and dock beneath the city's white walls.
Kirghuzar: A realm of steppes to the north, broken badlands in the middle, and mist-covered swamps to the south. The eastern lands are hills and plateau that fall in cliffs to the Eastern Sea. The orcs have a host of petty kingdoms, all now united under the Witchlord. The Witchlord has raised a citadel in the forests heights of Morghu Kor, the holy land of the orcs. There he draws on great powers and etches his runes into the walls of his towers, binding the very stone to his service. Monsters and summoned beings supplement the orc forces.
Quotes
"Take up your swords, my brothers, and hold them up to catch the last light of the day. See how the sun stains them red? Even so shall the dark ones shed their blood upon our strength."
-King Elachai Morningsword before the First Battle of Lorigal
"Aim low and in front of 'em. The scum will charge right into our bullets."
-Garat One-eye, Dwarven Sergeant at the defense of the Gate of Gryphons
"This land is rich. It belongs to us by right of steel. Do not fear the elven sorcerers. They die like any other when the axe strikes."
-Rak Togh Five Skulls, riding chieftain of Horde Dragon's werewolf cavalry
"Six of seven white birds crushed by my hand. The seventh shall be the sweetest."
-The Witchlord, after hearing news of the Hordes' defeat at Lorigal
Name Ideas
Crucible: ReALM WARS
Swordstorm: The Last City
STRENGTH OF ARM
MORNINGSTAR
SWORD AGE
WOLF AGE
SWORD AGE, WOLF AGE
Take 2: EXILES - A reverse twist on the stereotype
Backstory
For time immemorial, the Orcs dwelled in the Lands Below, undisturbed under the light of moonstone and firecharm, the petty wars of their subterranean kingdoms fueled by warriors seeking glory and plunder from each other.
Then the Bright Ones came. They invaded from the Burning Lands above, bringing searing light and madness to the Shadow Kingdoms. These newcomers were a mixed lot, some tall and fair and armed with deceptively slender weapons, some short and gruff and armed with alchemical devices, called themselves the Exiled. They fled a great demon of fire, they said, a demon released by their own terrible wars. Lies. The orcish shadow tribes resisted the Bright Ones, and their vast caverns and moonlit vales rang with the clash of arms and crackle of spellwork. The battle cries of warriors mingled with the chants of sorcerers. The orcs fell back, but they did not surrender.
Now united under the Great Chief Darak Stonefist, the orcs and their allies rally to throw back the invaders. They have summoned their ancient allies of troll and darkened spirit. Their elite raiders, the Painted Skull, form the spearhead of their resistance. They seek to eject the invaders and seal off the Lands Below from further invasion.
The Exiles come from the Kingdom of Viridial, a shattered place after years of catastrophic war. The last phase of the war saw the summoning of a great fire demon that slipped the control of the magicians and laid waste to the Kingdoms of Elves and Men. The survivors and refugees follow Queen Nuala Falconstar of the Elves and General Harskarag of the Dwarves. The only safe place from the demon's poisonous fires is underground. There is not much time before the fire demon comes to the Exiles' fortifications and refugee camps in the mountains. The Exile Alliance fights to survive. To do so, they must get deep below and seal the entrances to the lands behind them. Unfortunately, the orcs don't see things the same way, and the Exiles have only a fraction of the space they need. Their edges are elven magic and dwarven gunpowder. Unfortunately, the orcs have captured some gunpowder and are beginning to discover its secrets.
Motivations
Shadow Tribes (orcs, etc.): Defend homelands, Glory, Expel the invaders
Exiles (elves, dwarves, etc.): Survival, A new life, New lands
Flavor Overview
All was peaceful in the Lands Below, and the orcs were content. There was fighting enough to test the young warriors, but nothing to cause true destruction.
Then the Bright Ones came. Calling themselves Exiles, these elf-led foreigners began to carve out their own kingdoms in the Lands Below. They told tales of a terrible demon pursuing them with poisonous flame. Lies. The orcs would not be deceived by fairy tales and false pleas for peace.
The invasion of their sacred lands could not be borne. Chief Darak Stonefist and the orcs rallied their ancient allies out of shadow and fought back. The Exiles followed their elven queen and dwarven general, retaliating with terrible weapons and magics. The vast caverns and moonlit chambers rang with the clash of steel and the crackle of spellwork.
And so peace fled the Lands Below.
The Realms
The LANDS BELOW: An underground kingdom. In the upper levels, there are tunnels and chambers lit by magical firestone and mooncharms. There are hidden passages to hidden mountain valleys and lofty balconies high on the sides of mountains. Below there are vast caverns, hidden subterranean lands and lost kingdoms with much forgotten lore. The deeper you go, the more enchanted it is, though in a state of ruin and disrepair. The orcs and their allies live here in a state of barbarism. The elves and dwarves believe they can renew this place if they have the time. Orcish allies include Forgotten Monsters from the Deep, Enchanted Artifact Critters, Trolls, other subterranean races, etc.
The KINGDOM OF VIRIDIAL: A realm of great forests and mighty rivers, but much past the camps of the Exiles, the land begins to grow barren and swampy, as if scorched by fire and scabbing over. Farther out, the badlands are scoured by fire demons and maddened refugees who have suffered poisonous burns and had their souls consumed by the demon. The orcs have come out and built fortifications outside and used them as bases to harry the camps and villages of the Exiled. The Exiles are a hodgepodge lot, refugees and various races like elves, dwarves, halflings, men, maybe centaurs (too high a poly count), winged people, etc.
Quotes
"We have no time. Send in the dragoons."
-Queen Nuala Falconstar after hearing of the orcs' refusal of sanctuary
"The worm-eaters are good in the dark. Always try to have someone in the company carry a lantern or sunspear. Without light, only the dwarves stand a chance, and they're not picky about where they throw their grenades."
-Mikalas, Captain of the Queen's Fourth Dragoons, Dire Wolf Company
"Call shadows to help you. Your feet know the stone of our halls and tunnels. Your nose can find them in the darkness. This is our home. Let the Bright Ones fear us."
-Githar Axe-Weaver, Painted Skull commander
"They can have the upper chambers! Our friends come from deep under, and more come every hour. We shall test these Exiled until we know their strength. Then we shall destroy them"
- Chief Darak Stonefist to his Council of War
Name Ideas
EXILE: REalM WARS
THE WAR BELOW
SworD AND SHADOW
SUN AND SHADOW
REALMS BENEATH: THE EXILE WAR
WOLF AND SUN
EXILES
THE WAR OF SUN AND SHADOW
Take 3: STARSTONE: ARENA WARS - A sports twist
Backstory
The two realms of High Iliondar and the Cenotaph League had a long history of peace since the War of the Straw Dragons over two hundred years ago. So terrible was that conflict that since then new traditions controlled war. All battles were resolved by duelists in sacred arenas marked off by the Pax Aeternas Brotherhood. By the current age, such duels have become more common, ritual warfare an expectation. The system lets conflicts be resolved without widespread bloodshed or destruction.
However, a recent event has triggered epic changes: a star fell into High Iliondar near the League's border. Seers and prophets from both sides have had visions that whosoever controls the star will reign supreme, and all enemies will fall before them. Consequently, the League dispatched duelists to challenge High Iliondar for the ownership of the star. At the same time, reports tell of orc raiders and necromantic companies moving into position along the hilly border region, threatening a true war such has not been seen in centuries. The elves of High Iliondar have responded by mobilizing their armies, though for now they all watch as their duelists enter the sacred arenas.
It is clear neither side will respect the outcome of the arenas, and some rumors already claim border skirmishes have begun. However, the Pax Aeternas Brotherhood is quite powerful, and its magics still hold the peace. The Brothers has thrown up a cordon of their elite Branded Monks around the starstone, to preserve it until one side emerges victorious from the arenas.
Different arenas have different rules; some allow only ranged weapons, others magic only. Many are mixed fighting styles, or single-combat, or involve certain games such as the capture of enemy banners.
Motivations
Cenotaph League (orcs, necromancers, etc): Seize the starstone from our enemies!
High Iliondar (elves, halflings, dwarves, etc.): Defend our claim to the starstone.
Flavor Overview
All was peaceful until the Star fell and brought greed and madness in its wake. A prophecy has risen, saying whosoever possesses the star shall reign supreme in all the world.
The necromancers of the Cenotaph League have sent their orc gladiators to the sacred arenas to fight for possession of the star. The elves of High Iliondar send their best duelists. Both sides prepare for true war, mustering troops and massing along their common border.
For now, the magical Pax Aeternas Brotherhood keeps the peace and maintains the sacred arenas. Their elite monks guard the fallen star. But it is a matter of time until the Pax is broken and war begins in earnest.
The Realms
The Cenotaph League: An alliance of powerful necromancers and spirit shamans, the Cenotaph League delves into dark magics of life and death. The Necromancers are tyrants, but they have grown powerful with the years, their ancient lore and undead minions bolstered by alliance with the fierce orc tribes from the icy lands of their realm. The Great Necromancer Teraglios wears the Bone Crown and has sat at the head of the League's Dark Council for centuries. He fiercely covets the starstone and will stop at nothing to get it.
Cenotaph League orcs often carry necromantic charms: exploding skulls, bone swords, or wands that summon unholy spirits of darkness. Armed with their masters' dark magics, they are fearsome gladiators in the arenas.
The lands of the Cenotaph League are barren and swept with dust storms and ash from the forges and industry of League towns and cities. Undead spirits sweep the land to torment the unlucky villagers and seize dead bodies for induction into the League's already mighty armies of undead. Cenotaphs of rune-etched stones have been erected throughout the realm to funnel dark power to the Necromancers of the Council. These stones are a source of power, but they might also be a weakness if the network is disrupted.
There are rumors of division and intrigue among the Dark Council, but no one has yet been able to pierce the shroud of secrecy the Council throws around its deliberations. All anyone knows is that the Necromancers meet in the City of Dirges by the Ashen River. It is a gray place where the wind moans eternally and ghosts shriek from the very foundation stones of the towers. Even the orcs avoid this place.
Lots of undead, orcs, weird golems, trolls, and men form the Cenotaph armies.
high iliondar: A forested realm to the east and north, the lands of High Iliondar rise in the west and south to a fertile plain bordered by majestic mountains. The city of Haven dominates the edge of the plain where it overlooks the River Serenial as it flows through Haven and falls to the crystal waters of the Elvenlake at the base of the White Cliffs. Here is the seat of the Three Lions, the hereditary Kings and Queens of High Iliondar. One King comes from the Elven people, one from the race of Man, and one from the Dwarven people. The Halflings dwell in the forests to the east, where they answer to the Border Captains.
It is said Haven is the most beautiful city in the world. It is certainly the richest. A huge volume of trade flows through it between the dwarven undercities of the mountains, down to the Lake Men and the Border. There is even trade with the Cenotaph League, though mostly limited to Iliondarish foodstuffs in return for League iron.
The kingdom is not without its stresses. The Border Captains chafe to attack their ancient enemies of the League, and the political maneuverings at Haven are legendary. The elves have a great appetite for fine things, and the dwarves have not wholly forgotten ancient grudges against elves and men. For now, the Three Lions are united in purpose, though rumors whisper that each Lion wants the Starstone for him or herself.
Quotes
"Very well, send the Silver Hawks to the Arenas. But mobilize the Sixth Immortals as well and send them to the Border swiftly and in secret. We cannot take chances with the Dark Ones."
-His Majesty Ganliardon of Kelst, Human King of Haven
"The arenas are the only chance at peace. We must bend our will to enforcing their Rule."
-Abbot Fareclas of the Holy Order of Pax Aeternas
"We shall crush them in the arenas, and then we shall break their bones in the field when we come to take our Stone from the monks."
-R'shak Dwarfbane, Pit -Captain of the Burning Chain Company
"Bone weaken, skull crack. Call shades, our foes to track."
- Necromancer ritual greeting
Name Ideas
SWORD AGE
STARSTONE: ARENA WARS
SHADOW AND STAR
SHADOWSTAR: THE PIT WARS
STAR AND SKULL
BATTLE RING
SKULL AND THREE LIONS
BORDER WARS
ARENA: FALLEN STAR
FALLEN STAR
LION AND SHROUD
RING OF BATTLE
SWORDCLASH!
CLASH OF STEEL: ARENA WARS
REALMS OF STEEL
SWORD REALMS
STEEL OF GLORY
BATTLE STANDARD
BATTLEFLAG
SHADOWSTEEL
04/03/2002 (7:43 am)
Here are a few backstory concepts that we had Blake Hutchins create for us.Conceptual Backstory Fantasy Game
Garage Games
11-23-01
By Blake Hutchins
Take 1: THE LAST CITY - a standard setup
Backstory
The elven Seven Cities lie in the peaceful realm of Avaellion, where dwarves and halflings also live. True to stereotype, the dwarves are smiths and merchants, and the halflings woodland farmers. Humans can be whatever they want.
The Hordes are led by the Witchlord, himself formerly a prince of the Seven Cities who was exiled for dabbling in dark arts. He traveled over the mountains and encountered the fierce orc tribes in the far lands of Kirghuzar. Using his sorcery and summoning terrible spirits, the Witchlord rose to become the spiritual leader of the orcs. He created a great army and led them back over the mountains to exact his revenge on the Seven Cities. He cares little what his orcs do, so long as the Seven Cities fall and he has the pick of any artifacts or magical lore the cities contain. It is said he also seeks to capture certain individuals on whom he blames his exile.
The Princes of the Seven Cities had been at peace for so long that they were unprepared for war. Only the cantankerous dwarves mounted any resistance at first, using their fearsome arts of gunpowder, but they were too few to achieve victory. The halflings adapted, as halflings do, and used their stealth and archery skills to harry the oncoming Hordes. Of all the Sithi Lords, none but Elachai Morningsword, the Silver King, Lord and Master of the City Lorigal, was able to muster any defense. His city still had a great store of ancient weapons from the Forgotten Ages, and he was able to arm his people and offer haven to the refugees streaming from the sack of the other cities.
Motivations
Orc Hordes: Plunder, Glory, Revenge
Elven Alliance: Survival, Freedom
Flavor Overview
For millennia, the Seven Cities dwelt in peace under the rule of the immortal Sithi, whom men call elves. Then came strangers into the lands of the Seven, a ravening orc horde who brought fire and death, and who knew nothing of mercy.
The orcs were but the vanguard from the dark land of on the far side of the Skyspear Mountains. Rumors whispered of their leader, the Witchlord, a dark sorcerer who sought to destroy the Seven Cities in revenge for some ancient wrong.
Untutored in the arts of war, the Seven Cities fell one by one, the survivors fleeing into the deepwood and downriver to the marshlands. Only by Lorigal, the Seventh City, did the Sithi and their allies rally for a dear-bought victory.
Now a motley alliance of dwarves, men, elves, and halflings stands against the darkness. Led by the Silver King Elachai Morningsword, the Last City mounts a desperate defense against the invaders.
The Realms
Avaellion: A realm of hills and woodlands, idyllic in many ways. The elves live either in huge forest tree villages or imposing white cities with slender jeweled towers. Dwarven holdfasts are compact stone ring forts, usually near a mine. Halflings live near woods in small farming villages. Men live in towns around the great elven cities. There are great forests, a mighty river, desert valleys to the west, snow-covered forests to the north, and marshlands to the south, just before the Duskwater Sea. The Skyspear Mountains lie to the East, beyond which lie the lands of Kirghuzar. There is one major pass through the Skyspears. It is called Kandelar Stair by the elves, or Wyrm's Run by the orcs. At this time the orcs control the Pass.
Lorigal lies in the Southwest, astride the River Harping, which is deep enough for ships to come upriver and dock beneath the city's white walls.
Kirghuzar: A realm of steppes to the north, broken badlands in the middle, and mist-covered swamps to the south. The eastern lands are hills and plateau that fall in cliffs to the Eastern Sea. The orcs have a host of petty kingdoms, all now united under the Witchlord. The Witchlord has raised a citadel in the forests heights of Morghu Kor, the holy land of the orcs. There he draws on great powers and etches his runes into the walls of his towers, binding the very stone to his service. Monsters and summoned beings supplement the orc forces.
Quotes
"Take up your swords, my brothers, and hold them up to catch the last light of the day. See how the sun stains them red? Even so shall the dark ones shed their blood upon our strength."
-King Elachai Morningsword before the First Battle of Lorigal
"Aim low and in front of 'em. The scum will charge right into our bullets."
-Garat One-eye, Dwarven Sergeant at the defense of the Gate of Gryphons
"This land is rich. It belongs to us by right of steel. Do not fear the elven sorcerers. They die like any other when the axe strikes."
-Rak Togh Five Skulls, riding chieftain of Horde Dragon's werewolf cavalry
"Six of seven white birds crushed by my hand. The seventh shall be the sweetest."
-The Witchlord, after hearing news of the Hordes' defeat at Lorigal
Name Ideas
Crucible: ReALM WARS
Swordstorm: The Last City
STRENGTH OF ARM
MORNINGSTAR
SWORD AGE
WOLF AGE
SWORD AGE, WOLF AGE
Take 2: EXILES - A reverse twist on the stereotype
Backstory
For time immemorial, the Orcs dwelled in the Lands Below, undisturbed under the light of moonstone and firecharm, the petty wars of their subterranean kingdoms fueled by warriors seeking glory and plunder from each other.
Then the Bright Ones came. They invaded from the Burning Lands above, bringing searing light and madness to the Shadow Kingdoms. These newcomers were a mixed lot, some tall and fair and armed with deceptively slender weapons, some short and gruff and armed with alchemical devices, called themselves the Exiled. They fled a great demon of fire, they said, a demon released by their own terrible wars. Lies. The orcish shadow tribes resisted the Bright Ones, and their vast caverns and moonlit vales rang with the clash of arms and crackle of spellwork. The battle cries of warriors mingled with the chants of sorcerers. The orcs fell back, but they did not surrender.
Now united under the Great Chief Darak Stonefist, the orcs and their allies rally to throw back the invaders. They have summoned their ancient allies of troll and darkened spirit. Their elite raiders, the Painted Skull, form the spearhead of their resistance. They seek to eject the invaders and seal off the Lands Below from further invasion.
The Exiles come from the Kingdom of Viridial, a shattered place after years of catastrophic war. The last phase of the war saw the summoning of a great fire demon that slipped the control of the magicians and laid waste to the Kingdoms of Elves and Men. The survivors and refugees follow Queen Nuala Falconstar of the Elves and General Harskarag of the Dwarves. The only safe place from the demon's poisonous fires is underground. There is not much time before the fire demon comes to the Exiles' fortifications and refugee camps in the mountains. The Exile Alliance fights to survive. To do so, they must get deep below and seal the entrances to the lands behind them. Unfortunately, the orcs don't see things the same way, and the Exiles have only a fraction of the space they need. Their edges are elven magic and dwarven gunpowder. Unfortunately, the orcs have captured some gunpowder and are beginning to discover its secrets.
Motivations
Shadow Tribes (orcs, etc.): Defend homelands, Glory, Expel the invaders
Exiles (elves, dwarves, etc.): Survival, A new life, New lands
Flavor Overview
All was peaceful in the Lands Below, and the orcs were content. There was fighting enough to test the young warriors, but nothing to cause true destruction.
Then the Bright Ones came. Calling themselves Exiles, these elf-led foreigners began to carve out their own kingdoms in the Lands Below. They told tales of a terrible demon pursuing them with poisonous flame. Lies. The orcs would not be deceived by fairy tales and false pleas for peace.
The invasion of their sacred lands could not be borne. Chief Darak Stonefist and the orcs rallied their ancient allies out of shadow and fought back. The Exiles followed their elven queen and dwarven general, retaliating with terrible weapons and magics. The vast caverns and moonlit chambers rang with the clash of steel and the crackle of spellwork.
And so peace fled the Lands Below.
The Realms
The LANDS BELOW: An underground kingdom. In the upper levels, there are tunnels and chambers lit by magical firestone and mooncharms. There are hidden passages to hidden mountain valleys and lofty balconies high on the sides of mountains. Below there are vast caverns, hidden subterranean lands and lost kingdoms with much forgotten lore. The deeper you go, the more enchanted it is, though in a state of ruin and disrepair. The orcs and their allies live here in a state of barbarism. The elves and dwarves believe they can renew this place if they have the time. Orcish allies include Forgotten Monsters from the Deep, Enchanted Artifact Critters, Trolls, other subterranean races, etc.
The KINGDOM OF VIRIDIAL: A realm of great forests and mighty rivers, but much past the camps of the Exiles, the land begins to grow barren and swampy, as if scorched by fire and scabbing over. Farther out, the badlands are scoured by fire demons and maddened refugees who have suffered poisonous burns and had their souls consumed by the demon. The orcs have come out and built fortifications outside and used them as bases to harry the camps and villages of the Exiled. The Exiles are a hodgepodge lot, refugees and various races like elves, dwarves, halflings, men, maybe centaurs (too high a poly count), winged people, etc.
Quotes
"We have no time. Send in the dragoons."
-Queen Nuala Falconstar after hearing of the orcs' refusal of sanctuary
"The worm-eaters are good in the dark. Always try to have someone in the company carry a lantern or sunspear. Without light, only the dwarves stand a chance, and they're not picky about where they throw their grenades."
-Mikalas, Captain of the Queen's Fourth Dragoons, Dire Wolf Company
"Call shadows to help you. Your feet know the stone of our halls and tunnels. Your nose can find them in the darkness. This is our home. Let the Bright Ones fear us."
-Githar Axe-Weaver, Painted Skull commander
"They can have the upper chambers! Our friends come from deep under, and more come every hour. We shall test these Exiled until we know their strength. Then we shall destroy them"
- Chief Darak Stonefist to his Council of War
Name Ideas
EXILE: REalM WARS
THE WAR BELOW
SworD AND SHADOW
SUN AND SHADOW
REALMS BENEATH: THE EXILE WAR
WOLF AND SUN
EXILES
THE WAR OF SUN AND SHADOW
Take 3: STARSTONE: ARENA WARS - A sports twist
Backstory
The two realms of High Iliondar and the Cenotaph League had a long history of peace since the War of the Straw Dragons over two hundred years ago. So terrible was that conflict that since then new traditions controlled war. All battles were resolved by duelists in sacred arenas marked off by the Pax Aeternas Brotherhood. By the current age, such duels have become more common, ritual warfare an expectation. The system lets conflicts be resolved without widespread bloodshed or destruction.
However, a recent event has triggered epic changes: a star fell into High Iliondar near the League's border. Seers and prophets from both sides have had visions that whosoever controls the star will reign supreme, and all enemies will fall before them. Consequently, the League dispatched duelists to challenge High Iliondar for the ownership of the star. At the same time, reports tell of orc raiders and necromantic companies moving into position along the hilly border region, threatening a true war such has not been seen in centuries. The elves of High Iliondar have responded by mobilizing their armies, though for now they all watch as their duelists enter the sacred arenas.
It is clear neither side will respect the outcome of the arenas, and some rumors already claim border skirmishes have begun. However, the Pax Aeternas Brotherhood is quite powerful, and its magics still hold the peace. The Brothers has thrown up a cordon of their elite Branded Monks around the starstone, to preserve it until one side emerges victorious from the arenas.
Different arenas have different rules; some allow only ranged weapons, others magic only. Many are mixed fighting styles, or single-combat, or involve certain games such as the capture of enemy banners.
Motivations
Cenotaph League (orcs, necromancers, etc): Seize the starstone from our enemies!
High Iliondar (elves, halflings, dwarves, etc.): Defend our claim to the starstone.
Flavor Overview
All was peaceful until the Star fell and brought greed and madness in its wake. A prophecy has risen, saying whosoever possesses the star shall reign supreme in all the world.
The necromancers of the Cenotaph League have sent their orc gladiators to the sacred arenas to fight for possession of the star. The elves of High Iliondar send their best duelists. Both sides prepare for true war, mustering troops and massing along their common border.
For now, the magical Pax Aeternas Brotherhood keeps the peace and maintains the sacred arenas. Their elite monks guard the fallen star. But it is a matter of time until the Pax is broken and war begins in earnest.
The Realms
The Cenotaph League: An alliance of powerful necromancers and spirit shamans, the Cenotaph League delves into dark magics of life and death. The Necromancers are tyrants, but they have grown powerful with the years, their ancient lore and undead minions bolstered by alliance with the fierce orc tribes from the icy lands of their realm. The Great Necromancer Teraglios wears the Bone Crown and has sat at the head of the League's Dark Council for centuries. He fiercely covets the starstone and will stop at nothing to get it.
Cenotaph League orcs often carry necromantic charms: exploding skulls, bone swords, or wands that summon unholy spirits of darkness. Armed with their masters' dark magics, they are fearsome gladiators in the arenas.
The lands of the Cenotaph League are barren and swept with dust storms and ash from the forges and industry of League towns and cities. Undead spirits sweep the land to torment the unlucky villagers and seize dead bodies for induction into the League's already mighty armies of undead. Cenotaphs of rune-etched stones have been erected throughout the realm to funnel dark power to the Necromancers of the Council. These stones are a source of power, but they might also be a weakness if the network is disrupted.
There are rumors of division and intrigue among the Dark Council, but no one has yet been able to pierce the shroud of secrecy the Council throws around its deliberations. All anyone knows is that the Necromancers meet in the City of Dirges by the Ashen River. It is a gray place where the wind moans eternally and ghosts shriek from the very foundation stones of the towers. Even the orcs avoid this place.
Lots of undead, orcs, weird golems, trolls, and men form the Cenotaph armies.
high iliondar: A forested realm to the east and north, the lands of High Iliondar rise in the west and south to a fertile plain bordered by majestic mountains. The city of Haven dominates the edge of the plain where it overlooks the River Serenial as it flows through Haven and falls to the crystal waters of the Elvenlake at the base of the White Cliffs. Here is the seat of the Three Lions, the hereditary Kings and Queens of High Iliondar. One King comes from the Elven people, one from the race of Man, and one from the Dwarven people. The Halflings dwell in the forests to the east, where they answer to the Border Captains.
It is said Haven is the most beautiful city in the world. It is certainly the richest. A huge volume of trade flows through it between the dwarven undercities of the mountains, down to the Lake Men and the Border. There is even trade with the Cenotaph League, though mostly limited to Iliondarish foodstuffs in return for League iron.
The kingdom is not without its stresses. The Border Captains chafe to attack their ancient enemies of the League, and the political maneuverings at Haven are legendary. The elves have a great appetite for fine things, and the dwarves have not wholly forgotten ancient grudges against elves and men. For now, the Three Lions are united in purpose, though rumors whisper that each Lion wants the Starstone for him or herself.
Quotes
"Very well, send the Silver Hawks to the Arenas. But mobilize the Sixth Immortals as well and send them to the Border swiftly and in secret. We cannot take chances with the Dark Ones."
-His Majesty Ganliardon of Kelst, Human King of Haven
"The arenas are the only chance at peace. We must bend our will to enforcing their Rule."
-Abbot Fareclas of the Holy Order of Pax Aeternas
"We shall crush them in the arenas, and then we shall break their bones in the field when we come to take our Stone from the monks."
-R'shak Dwarfbane, Pit -Captain of the Burning Chain Company
"Bone weaken, skull crack. Call shades, our foes to track."
- Necromancer ritual greeting
Name Ideas
SWORD AGE
STARSTONE: ARENA WARS
SHADOW AND STAR
SHADOWSTAR: THE PIT WARS
STAR AND SKULL
BATTLE RING
SKULL AND THREE LIONS
BORDER WARS
ARENA: FALLEN STAR
FALLEN STAR
LION AND SHROUD
RING OF BATTLE
SWORDCLASH!
CLASH OF STEEL: ARENA WARS
REALMS OF STEEL
SWORD REALMS
STEEL OF GLORY
BATTLE STANDARD
BATTLEFLAG
SHADOWSTEEL
#11
Zap has a conceptual notion of 1 incompetant superhero that things he's brilliant, and a sidekick who knows he isnt but has sworn to protect him.
I know its not exactly a massive "story", but I think half the fun of playing is in making the story as you go along (sort of an internal storytelling coming from the situations you face).
I admit, some genre's (MSG2 comes to mind) benefit from story, even MMORPG's can benefit from an overall story. But from a purely development point of view. Trying to mix story and mechanics together really makes the design doc hard to read.
Sure, its nice for marketing to read "Find the seven emeralds of the dead prince and defeat the evil horde's", but as a "requirement" to be built, those need translating into much more solid statements of fact.
I'm not saying it isnt fun to write a whole tome of backstory, if thats your thing, then Ive nothing against it, but from a production point of view, it simply adds nothing unless you can derive from it a list of requirements.
I'm sure we're arguing the same case really, what I'm saying is dont get carried away with mixing the "storyline" into the design document. Cross reference them if you need, but otherwise, the production "design doc" should be seperated from the story document.
I know story if fun. Design is meant to be fun. But design and story DONT make a game. Turning over tasks does.
I know I'm being harsh, but look at the alternative, we have plenty of examples on gg.com of people who think they can design a game, come up with a huge backstory, but when it comes to production cant even get to the point of making a startup screen.
In order for this game to be fun, it has to actually be put together. All the story in the world isnt going to do that (unless there's some totally new programming method Ive not heard of :))
Besides, I'd rather leave the story to people with storytelling knowledge.
If making a story makes you design guys happy, then go for it, just dont expect us production types to sit and read 300 pages to answer the question "how many races do you want".
And dont think I havent gone through this at work :)) We've had 400 page design docs thrown at us before. We ask a question like "How do you set an alarm off" and we get "its in the design doc, didnt you read it?" :)))
Shove anything more than 10 pages of text in front of a programmer, most will run a mile :))
We like nice bite size peices. Like the volovaunts(sp?) of the design process :))
Phil.
04/03/2002 (8:58 am)
Jeff, your right in that we look at stylistic decisions and try and make a conceptual reason for something. I'm all for having a reason for everything in a design (i.e. a history for each item, a reasoning for being it in the game).Zap has a conceptual notion of 1 incompetant superhero that things he's brilliant, and a sidekick who knows he isnt but has sworn to protect him.
I know its not exactly a massive "story", but I think half the fun of playing is in making the story as you go along (sort of an internal storytelling coming from the situations you face).
I admit, some genre's (MSG2 comes to mind) benefit from story, even MMORPG's can benefit from an overall story. But from a purely development point of view. Trying to mix story and mechanics together really makes the design doc hard to read.
Sure, its nice for marketing to read "Find the seven emeralds of the dead prince and defeat the evil horde's", but as a "requirement" to be built, those need translating into much more solid statements of fact.
I'm not saying it isnt fun to write a whole tome of backstory, if thats your thing, then Ive nothing against it, but from a production point of view, it simply adds nothing unless you can derive from it a list of requirements.
I'm sure we're arguing the same case really, what I'm saying is dont get carried away with mixing the "storyline" into the design document. Cross reference them if you need, but otherwise, the production "design doc" should be seperated from the story document.
I know story if fun. Design is meant to be fun. But design and story DONT make a game. Turning over tasks does.
I know I'm being harsh, but look at the alternative, we have plenty of examples on gg.com of people who think they can design a game, come up with a huge backstory, but when it comes to production cant even get to the point of making a startup screen.
In order for this game to be fun, it has to actually be put together. All the story in the world isnt going to do that (unless there's some totally new programming method Ive not heard of :))
Besides, I'd rather leave the story to people with storytelling knowledge.
If making a story makes you design guys happy, then go for it, just dont expect us production types to sit and read 300 pages to answer the question "how many races do you want".
And dont think I havent gone through this at work :)) We've had 400 page design docs thrown at us before. We ask a question like "How do you set an alarm off" and we get "its in the design doc, didnt you read it?" :)))
Shove anything more than 10 pages of text in front of a programmer, most will run a mile :))
We like nice bite size peices. Like the volovaunts(sp?) of the design process :))
Phil.
#12
Betral At Krondor ;p
Actually I've got a couple more, but that one stands out a bit in how deeply the story was involved in the game itself.
True most FPS don't require any story other then "It's not you kill it". That doesn't mean a background story isn't going to help sell the game.
04/03/2002 (9:50 am)
Phil... I only have one comment:Betral At Krondor ;p
Actually I've got a couple more, but that one stands out a bit in how deeply the story was involved in the game itself.
True most FPS don't require any story other then "It's not you kill it". That doesn't mean a background story isn't going to help sell the game.
#13
04/03/2002 (10:04 am)
On the backstory front.. I like the second backstory, but that would place a good portion of the game underground.
#14
Edit: And I also agree with you Jeff (post below this one) that above-ground focus is better. Primarily, I just like the way that scenario seems to turn the traditional 'good races and bad races' thing on edge.
04/03/2002 (12:17 pm)
I like the second backstory as well.Edit: And I also agree with you Jeff (post below this one) that above-ground focus is better. Primarily, I just like the way that scenario seems to turn the traditional 'good races and bad races' thing on edge.
#15
The backstory stuff will mostly be kept separate from the game play document. That is the way we did it on Starsiege and Tribes. I'm very happy with the way the stories worked in those games.
Jeff Tunnell GG
04/03/2002 (12:21 pm)
I like the second backstory, but would want to change it to move it above ground. I kind of like the idea of Orcs minding their own business, and getting attacked. A little role reversal.The backstory stuff will mostly be kept separate from the game play document. That is the way we did it on Starsiege and Tribes. I'm very happy with the way the stories worked in those games.
Jeff Tunnell GG
#16
Names with apostrophes like M'gorth to sound "earthy". Standard names, like orcs using suffixes of "the crusher" or "Stonefist".
As for the story... Sure, making the orcs the victim is reversing roles, but it's still using the same roles.
Why not create a storyline that is victimless? Each side has a reason to be fighting, and none being that of "we don't want to have [group] kill us!". Possibly all fighting over the same thing, but for different purposes?
Why not have a group that is fighting to follow the orders of their god? Anyone who is unwilling to convert must die. Another group that is being forced into combat because their ruler knows of a massive wealth that they can control, the army acting only because of the orders from the king. Another group that is acting to destroy something to save the world.
Good versus evil, no matter changing the standard relationships, is a cliche theme.
So why not just create a common desire, and have each side have a different reason to want it? That is a base for an epic storyline, and one that won't build upon previously established opinions like good versus evil would.
It would make new ones.
04/03/2002 (4:25 pm)
I dunno, I've never been a fan of cliche fantasy. Names with apostrophes like M'gorth to sound "earthy". Standard names, like orcs using suffixes of "the crusher" or "Stonefist".
As for the story... Sure, making the orcs the victim is reversing roles, but it's still using the same roles.
Why not create a storyline that is victimless? Each side has a reason to be fighting, and none being that of "we don't want to have [group] kill us!". Possibly all fighting over the same thing, but for different purposes?
Why not have a group that is fighting to follow the orders of their god? Anyone who is unwilling to convert must die. Another group that is being forced into combat because their ruler knows of a massive wealth that they can control, the army acting only because of the orders from the king. Another group that is acting to destroy something to save the world.
Good versus evil, no matter changing the standard relationships, is a cliche theme.
So why not just create a common desire, and have each side have a different reason to want it? That is a base for an epic storyline, and one that won't build upon previously established opinions like good versus evil would.
It would make new ones.
#17
I also agree and like the second story, but there are a few peices of the first one that I like too, like the "last stand". Its just the second seems to provide the framework for depth while remaining open ended enough to allow for the gameplay to shape it in a "persistent" manor. The first story seemed alittle more restrictive with the idea being the focus on the last stand at the seventh city.
04/03/2002 (5:14 pm)
I agree with Phil that the design document itself shouldn't contain the actual story. Just as the Design Document shouldn't contain the actual code for getting certain functions in the game working. However, it should leave ground open for the story to be created. I beleive that story in this case, but not every case, is important to this game.I also agree and like the second story, but there are a few peices of the first one that I like too, like the "last stand". Its just the second seems to provide the framework for depth while remaining open ended enough to allow for the gameplay to shape it in a "persistent" manor. The first story seemed alittle more restrictive with the idea being the focus on the last stand at the seventh city.
#18
Point is, no use worrying about the full background if you have enough to go with at the present. The design doc will grow with the game.
And I'm not sure why leave out the story of the game in the design doc as some suggest. It should be there, but it shouldn't be the majority of the design doc. You still include the artwork, sound effects, and other design elements in the game. The story is just one of those elements.
04/03/2002 (9:21 pm)
Quote:Quote from George Broussard president and partner of 3D Realms
...people who write 300-page design docs beforehand are wasting their time. The game design process is an evolutionary process. You refine and redesign as you go, learning and making things better. It's insane to write a 300-page doc, then just make the game. There is no way you can think of every cool idea before you make the game, and you have to be flexible enough to roll with the punches and add and refine as you go, all according to the timeline.
Speaking from our experience, design docs are merely a general guideline that gets more polished as you go. You just try to stay 3-4 months ahead of things as you go. The design doc isn't done until the game is.
Point is, no use worrying about the full background if you have enough to go with at the present. The design doc will grow with the game.
And I'm not sure why leave out the story of the game in the design doc as some suggest. It should be there, but it shouldn't be the majority of the design doc. You still include the artwork, sound effects, and other design elements in the game. The story is just one of those elements.
#19
04/03/2002 (11:46 pm)
I think they're basically saying that reading the Design Doc shouldn't be like reading Lord of the Rings with snippets of notes here and there.
#20
Only people who don't understand game design enough to manage it are the folks who would never have got past 30 pages of a design document.
The people who make massive design documents do it for a reason, and most of it is in content saturated games. I mean, you'd have to be pretty incompetient to be a professional and screw up on something as important as the design document.
Kinda like he's preaching to the choir.
04/03/2002 (11:51 pm)
I don't know if I understand why that 3d Realms guy said that about "300 page design documents".Only people who don't understand game design enough to manage it are the folks who would never have got past 30 pages of a design document.
The people who make massive design documents do it for a reason, and most of it is in content saturated games. I mean, you'd have to be pretty incompetient to be a professional and screw up on something as important as the design document.
Kinda like he's preaching to the choir.
Torque Owner Jeff Tunnell
Jeff Tunnell GG