Jan 19, 2015

Quest_1, Quest_2 or the story that tells itself (Fallen Gameplay III)

My most and utmost desire is to create game that will tell a story itself.

It is possible if you create game with highly detailed micromanagement. Tons of small details combine and may create a decent story, but my plan is to create game when you play the story random generator creates.
Procedurally generated story, from scratch.
I know, I know, I am just a dreamer!
I think, it is possible to create such game if you have a spare hundred years..
But..
Maybe, just maybe it is possible without spending a lifetime on it and, simultaneously without degenerating quests/ story to endless bring %item_name%, kill %monster_name%?

I was thinking about it for period if time, but when I played Divinity :Original Sin  and implemented first event, I came important and obvious decision:
Hand made stories beat randomly generated, if say that both of them are made on one level of skill.
This way, no exception.
Okay, we can sacrifice story details to get procedural variability and replayability.
For example, the event "Attack of necromutants" enhances the gameplay of first minute of game (Nevertheless it is too annoying event to let it be the way I did it, even for 0.3 release ^_^ ).
So, I let's try to make it together. Our universe level goal to create self-generating story, but the task for 0.3?
Well. Lets make variability to event "Attack of necromutants". Let's guess, it is our game from the beginning to the end.
What we have to do accomplish this goal?
First of set one, for the player, few of them:
Of course: survive.
What about the second?
Flee is nice goal, but we don't have anything outside of this event, so. Let it be: "Protect town" from Necromutants.
Nice!
Maybe Necromutants shouldn't be on the streets already, but spawning nearby?
Sound like idea! Not very original, but okay.
Next question: how?
Player can give orders to citizens and organize them to protect town.
Craft items for them, equip them fight monsters too. (we have all this mechanics, except "give order", but it isn't a difficult task).
Game will spawn necromutants every N turns and increase danger level every X interation.
Survive it!

Well, sound like a decent plan for 0.3 version or not?
hmmm. ^_^

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