|
1 registered members (AndrewAMD),
599
guests, and 3
spiders. |
|
Key:
Admin,
Global Mod,
Mod
|
|
|
Re: How to tell your story
[Re: Nomad]
#135451
07/24/07 13:41
07/24/07 13:41
|
Joined: Sep 2003
Posts: 5,900 Bielefeld, Germany
Pappenheimer
Senior Expert
|
Senior Expert
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
|
I didn't write, that I am generally not interested in the customer's view. I wrote that there are already a lot of experiences in the movie sector with the customer's view, and these experiences show that the customer's interests are not reduced on certain themes, heros or genres - which means that it makes no sense to investigate what the customer's view _is_. Additionally the customer can not imagine whether he likes or likes not certain heros etc. because he never met them in the yet known game market. It makes more sense to investigate how to _catch_ his interest in a certain theme, hero, genre which is interesting for _you_. Your interest as a developer is very important, because you have to live and work with this idea over years - and this is actually a common advice for screenplay writers: Take a theme that is interesting to you, because then you are able to make the customer interested in that thing, as well.
I emphasis this, because looking at the customer's view like a mouse at a snake is a reason for the boring small range of interesting stories in the game market.
|
|
|
Re: How to tell your story
[Re: Pappenheimer]
#135453
07/29/07 15:17
07/29/07 15:17
|
Joined: Sep 2003
Posts: 5,900 Bielefeld, Germany
Pappenheimer
Senior Expert
|
Senior Expert
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
|
It happened that I bought tissues yesterday, the cheap were out, so I looked for others, and found tissues with prints of "Looney Tunes"! Each package with a different pair of opponents: - Coyote and Road Runner - Bugs Bunny and Tasmanian Devil - Tweety and Sylvester
This are the basics of stories of a almost never ending row of sequels: two opponents, one who want to kill the other, one who simply want to survive. The variations comes from the environemental conditions.
Why not making game story on this base: only _one_ opponent - this way you can concentrate on his properties and improve the ways he can interact, the more interesting he and his behaviour and character gets. Each 'sequel' a single level with very special conditions and special items which forces you to go different strategies.
In games this is already known as boss enemy. Try to make the boss enemy to the permanent enemy!
To get rid of the violence involved in Looney Tunes:
What was the form of The Pink Panther stories?
|
|
|
|