Storyline Contribution

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Re: Storyline Contribution

Postby Andrew » Mon Jul 26, 2010 3:26 pm

Either way is fine. We could drop them altogether or make them minor players in the storyline, a kind of nod to the old game. You might want to consider using in game characters for movies that rather then real FMV, it's less jarring and cheaper to produce. :)
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Re: Storyline Contribution

Postby nirokugraphic » Mon Jul 26, 2010 3:43 pm

Andrew wrote:Either way is fine. We could drop them altogether or make them minor players in the storyline, a kind of nod to the old game.


Ha, not a bad idea at all - perhaps a subtle punishment for how useless they were in that alternate timeline...

Andrew wrote:You might want to consider using in game characters for movies that rather then real FMV, it's less jarring and cheaper to produce. :)


Sure, although I'm a real heathen for wanting high production values but not something that isn't achievable mind you . What I did have in mind was to produce CG masks/helmets which would be tracked onto the faces of actors which would be great for things like the Police messages, we could use a low poly version of this same mask as an object in the game message UI so that it wasn't an FMV . Also some broadcasts would come up as audio only with perhaps only a log which is another saver . I wanted to avoid doing CG characters for this to maintain that gritty reality the original had .
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Re: Storyline Contribution

Postby infrahate » Mon Jul 26, 2010 9:40 pm

All together now. LOVE INTEREST! :P

But no really. Any thoughts on going a little more deep than just "The future is greedy"?

The one thing that really riled me about the original game is that there was so little character development... seemed like the only characters were the craters and titan itself... It's not bad mind you, it gave a sort of lonesome feeling to the whole game that went really well with the gritty story line but do we really want to go down that path?

After all this is 2010 and today's games (Aside from trying to be the first to jump the uncanny valley) really put so much work into characters that you can relate to.

So on that thought extra-centered or inter-centered? Or will the story just develop around you are will you as the main character be a part of that story.

Some food for thought.
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Re: Storyline Contribution

Postby nirokugraphic » Tue Jul 27, 2010 1:16 am

To me the very core of this game is around 'greed', unlike the original where it was merely a tagline which didn't relate in any real way to the story . "Future is greedy, mission: ESCAPE!" . To me this would have more to do with joining one faction and outright annihilating the others, which might actually be a good way of taking it rather than the objective being to escape Titan .

I see what you mean about character development but my feeling is that although it would be good to have, it's something that's contrary to something like Hardwar . In this sort of world, you have very few friends - those that do befriend you only do so for their own benefit or because they have something they want . So it's a balance between bare tolerance and outright despise .

infrahate wrote:So on that thought extra-centered or inter-centered? Or will the story just develop around you are will you as the main character be a part of that story.


On this point, I think this should be down to the player and we should be able to work out a story flow that develops on its own over time, sort of what happens in Hardwar already up until you start acting on information you're given . So the way I'm thinking is that events happen over time naturally without your direct input (the result of the events can vary through each play through to keep it interesting) and if you chose to take matters into your own hands and affect the story this could work too, so that you're actively working towards an end goal .
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Re: Storyline Contribution

Postby Andrew » Tue Jul 27, 2010 4:52 am

If we're going with multiple endings then I think we should encourage different view points of the game as well.

For example the very core of greed could be the theme of the criminal arc where everyone is out to do you over. Where as other story arcs could be about a different side of the game altogether. I really think that the view you get of the different elements should change depending upon what role you play in the game.

A quick example. You play as a criminal you see the world as only greed. Everyone wants your stuff or is trying to kill you for the bounty. Every interaction with the police is viewed as corrupt. However, when you play the police role you see a completely different side, you go on missions with other police units that aren't corrupt but struggle to to keep justice in an underfunded and understaffed force that has to keep the peace of a huge violent area.

I think this would make the game very interesting to replay as your view point of different characters in the game changes every time you play it through as you get to see different sides of a story and how they interact with each other.
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Re: Storyline Contribution

Postby nirokugraphic » Tue Jul 27, 2010 2:42 pm

Yeah, this is what I was thinking . The original Hardwar had classes which didn't really determine much, I'm thinking that this time rather than classes you choose a role and that role is defined through a process of character creation during gameplay, not a menu option . This explains why I omitted any such options on the new menu mock ups, but forgot to mention it !

I think it is a very bad thing to have a menu option predetermining your gameplay experience, especially when a menu option doesn't fully explain what that would entail - it's a bit flying blind and not exactly fun . So I really feel that the player should have definite control over their experience - discovering a story arc and getting involved in it (if they wish) .

The way I see it is that there should be a predefined story arc of several which will be picked on each new game and would play out eventually . There would also be faction story arcs which would start when you join a faction and start doing what they want . The speed at which that arc would play out would depend on either a specific number of days in game time or your actions as a player, and these can vary . Say you had to steal some secret research which would advance the plot as soon as you had done so, then it would be researched by your faction which would take a certain amount of time before the next mission came up - something like this .

So in this way you have you at least 1 global story arc, another kicks off if you initiate it which would then become a race against the global arc for completion .

There is also much room for sub plots, which aren't necessary for completion of the main arc but would still be rewarding .
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Re: Storyline Contribution

Postby Andrew » Tue Jul 27, 2010 5:52 pm

I had a similar idea towards character creation via game play. The game could start in some kind of processing area or registration room. There would be two doors, male and female. Walking through either door selects your characters sex.

Some character creation questions could be answered via dialogue (talking).
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Re: Storyline Contribution

Postby nirokugraphic » Thu Jul 29, 2010 7:29 pm

Andrew wrote:I had a similar idea towards character creation via game play. The game could start in some kind of processing area or registration room. There would be two doors, male and female. Walking through either door selects your characters sex.

Some character creation questions could be answered via dialogue (talking).


As I recall System Shock 2 had a system like this where you chose your gender, class and specialisations going through certain doors . I'm not hugely sold on the idea of getting out and walking around hangers at this stage because there would be so little to do unless we come up with some fun stuff . I feel as though it's something pretty back burner in terms of scope, game design and assets - for one we'd need to find someone that can model and rig people as this isn't something I would be useful with . This though brings up a rather big question, whether we are using FMV cinematics for character interaction or realtime avatars and having both could look mighty weird . I also worry that this might make the project drift too far off the original intention .

As for the story itself, I had a bit of an epiphany . In terms of greed, historically there has been one series of events that became a benchmark and be a wonderful analogy for Hardwar .

Rome .

If we look at the world and your role in it you are essentially fighting to become the next Caesar . The interesting this about all this is that originally the intention was to escape Titan, but if you think about it by the time you have become the wealthiest, most powerful and influential person in the world - would you want to leave ? Most likely not . Greed is a wonderful motivation, you've gotten everything you want and so why would you leave ? Perhaps you would one day but not for a long time . You're on the throne now and everyone is your servant .

Then this leads into a very interesting gameplay mechanic, even multiplayer . The concept of having other players (AI or real) trying to overthrow *you* . Imagine the idea of playing the single player game to its conclusion, toppled the super powers of Axis and Monolith and the Police now do your bidding . Then, you open up your world to the online community and let them play in your sandbox, experiencing what you've done with the place and trying to take you down . As we know Rome eventually fell, and there is a distinct possibility of this happening if you're ill equipped to defend your empire on Titan .

So, this would be my vision of the end game for Hardwar after following various story arcs to get to that stage, becoming the boss of Titan . At this point you could leave if you wished, or you could stay .

I believe a very important aspect of this working will be AI, or instead of artificial intelligence we have artificial evil . The AE would be responsible for doing the best it can at ruining your day, as if the entire world were against you . In this way the game is very much a hard war . A struggle to overthrow the major powers (who are also fighting amongst themselves for supremacy) and once you have taken hold of Titan, the job is to then keep it . Perhaps even open the single player world up as a server and bring in some people to help you, or let them see if they can destroy you .
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Re: Storyline Contribution

Postby Andrew » Fri Jul 30, 2010 3:34 am

nirokugraphic wrote:I feel as though it's something pretty back burner in terms of scope, game design and asset


I made a new topic to discuss the priorities of the game and what order they should come in. I think you're right about this not being as important but I'd like to have a discussion about the whole game and what we should do first. So far no one has commented so I'm hoping you'll help me out on that. :D
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Re: Storyline Contribution

Postby Folrig » Thu Sep 02, 2010 3:22 pm

This is so great! Actual work into reproducing a fantastic game. I'll try not to gush to much because this thread is about story. I love Hardwar and I'd like to help, but my coding knowledge is nonexistent. But, maybe I can be forum fodder.

I'm excited to see so much emphasis on branching/fluid story lines, and no "game over" screen (unless you die). This fits very well into the persistent world of Hardwar. And I'm glad your avoiding the whole alien story mechanic. Aliens and supernatural tend to be more of a crutch in this kind of storyline.

Seems like you've moved from the whole "prequel" idea, so my storyline framework may be obsolete at this point. Not to mention the use of mostly minor characters. I'd still like to give my opinion because I think there are some elements in it not yet discussed here. I know...the names are silly but I needed something.

Here goes:

Hardw[a]r : The Price of Loyalty (or “The Cost of Loyalty)
I wanted to change the tagline (remember prequel)

The setup – Titan is a mining colony of convicts/indentured servants placed there by a government (I feel like “evil corporation” tends to be over done). Convict works because that is a good way to pick your character (i.e. what Andrew said). Misplaced Optimism (MO) is the mining town centered around the Mass Driver. The Mass Driver is the only way on and off Titan and it is essentially a transportation system between Titan and a geosynchronous space station (this would house the “warden”). There are two primary factions the Police and Gerontious. Gerontious has eyes for control of the Mass Driver.
This prequel will be largely about the formation of the Lazarous and Klamp-G organizations and what led to the isolation of MO.

Factions
Police – These are the peacekeepers/wardens of MO. They control the Mass Driver and that is where their base is located.
Gerontious – This is the mob faction of MO. This is also a working relationship between the mob family Gerontious and Klamp (who would later become Klamp-G). The Gerontious family boss has a second-in-charge named Lazarous (of course later Lazarous). Gerontious is the stronger of the two entities and talked Klamp into joining through strong-arming and an idea for potential rule of Titan and control of space station and mining facilities.
Klamp – This is an organization rather than family. More like a sophisticated gang with a philosophy. They are currently rolled up in the Gerontious family, and see this as an opportunity to slip a knife into the back of the Gerontious family one control of the Mass Driver has been taken from the police. If the Gerontious family doesn’t do it first.

People of Interest
Vincent Lazarous – Number two for Cyril Gerontious and extremely loyal to Cyril. Will eventually go on to take over Gerontious family. Cyril has told him this will happen and gave Vincent his blessing to change name to Lazarous.
Cyril Gerontious – Head of the Gerontious family. Getting very old. Vincent is a very close friend. Closer than family.
Tony Frickazee – “Leader” of Klamp.

Issues
Weapons – as this is a penal colony of sorts, so weapons should not be around. Weapons began as a black market item, but there is much profit in weaponry. Trading posts and “supply shops” sell weapons unless the Police are around. Unrest has been growing and with the increase in weapon availability it is reaching a boiling point. Police technology is a step ahead of the rest of MO inhabitants because of their relationship with the government. At point of game story line the police are concerned about weapons, but have noticed that crime has actually dropped because most people can now defend themselves.

Finale
The storyline concludes with battle for Mass Driver between Police, Gerontious, and recently severed Klamp. During battle Mass Driver is rendered unusable and space station is destroyed or leaves (depends on story path taken). Government abandons Titan and MO as a failed project/cover up.
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