First, familiarize yourself with the original Hardwar storyline, there's no need for me to tell that here.
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Okay, now on to the new game. This game (HW) is supposed a prequel. Well, sort of. The names and places have been changed to protect the innocent. Not all elements of your story need to coincide with the original game and none of the same faction, character, or building names should be used for copyright reasons.
Things to remember:
- The story you're writing is going to be told through the video game medium: keep this in mind. The story should easily translate into a series of missions and cutscenes, ending with a beneficial result, preferably one that coincides with the path the character has taken. Of course nobody says the main storyline has to end well... just try not to blow up the planet.
- The game world is persistent and diverse. (it's a REALLY LONG game and a LOT of stuff happens) Your story does not have to be about the main storyline of the game. You want to design one of the major factions? Try writing a story about how the player rises through the ranks of this faction and becomes the leader. Or perhaps you've always dreamed of joining a band of the most feared pirates around. Maybe you think no sandbox game is complete without a racing element...
Writing for the main storyline:
- The story begins when our main character arrives on the planet, or moon, as it were. From there, something happens that seperates everyone on the planet's surface from the outside world, and for some reason nobody outside the planet's atmosphere is coming to help. The reason nobody's coming to help can't be some impending doom or annihilation because the game world is supposed to be persistent. So for example: alien virus is unearthed, people die, planet is "quarantined," people stop dying... or people mine, mines go dry, corporations leave, corporate cover story...
- Upon realizing that they've been abandoned your character and most others in the world panic, and want out. This should be the goal of your main storyline: escaping the planet's atmosphere. The game is completed when your character escapes, though there are no restrictions on how your character escapes...
- The main populace back on Earth isn't real keen on abandoning mass quantities of people, so there has to be something preventing return to the planet. One thing that helps make this easier is the fact that your story doesn't have to cover what's going on outside the planet's atmosphere.
- There isn't going to be one answer, no one main storyline. Obviously there can be only one accepted reason for the planet being abandoned, but after that it's fair game. Any good story that can be told through a series of missions and results with the player "escaping" may make it into the game's official release.
