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Snarky
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 Adventurous Game Proposal
« Thread Started on Nov 20, 2005, 3:05pm »

OK, I'll just repost what I wrote on the AGS Forums. This is my idea for a general outline of the game:

I propose that we make a game that is ... adventurous!

What I mean is to aim for the atmosphere of those children's cartoons from the eighties (when most of us were kids) where a group of people (kids, mostly) are looking for something, and have to travel through many strange lands and deal with many tough situations on the way.

People from the UK will probably remember Mysterious Cities of Gold:

[image] [image]

If you're from France, Norway, or a handful of other countries scattered across the world, you may know Les Mondes Engloutis (aka Spartakus and the Sun Beneath the Sea, aka Arkadia, aka Shagma):

[image] [image]

Americans will most likely first think of the animated Dungeons & Dragons series:

[image] [image]

(I'm not saying the game would necessarily look anything like these pictures.)

Often in these shows, each episode would have the characters travel to a new land or city, with a different culture and people. They would have to deal with a dangerous or challenging situation, and then be on their way (apparently not any closer to their ultimate goal). There was usually a recurring antagonist, some villain who kept following them and making trouble. That kind of episodic format seems like it would work well for a project like this.

It could go a little something like this: It's pretty far into the future, on Earth or some alien planet. Things are quite primitive, so it's difficult to travel, and people know very little of the world outside of their own local area. In a small city-state, the Queen lies dying. When she is dead, her cousin the evil Duke will take the throne. However, the Queen's young handmaid overhears the Duke mention that the Queen secretely had a daughter, somewhere in a foreign land. She resolves to set out to find the heir before the Queen passes away. She is joined by several companions (more by chance than anything). However, one of the Duke's agents is following them, determined to stop them, or kill the heir to the throne before they can locate her. Their search will take them far and wide across a strange world they hardly know, teach them unexpected things about themselves, and reveal a far bigger secret than who should inherit the throne.

It's rough, but it's purposefully rough. The entire plot is essentially a macguffin, a relatively arbitrary motivation to keep the characters going. We could all work on revising it and filling in the blanks. What do you think?
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andail
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 Re: Adventurous Game Proposal
« Reply #1 on Nov 20, 2005, 3:42pm »

A game with a potentially very large and varying "unvierse" is a good idea. Especially this sort of epic tale where the player would visit new and sometimes disconnected locations, which would make the transition between rooms made by different artists less apparent.


Naturally, the entire direction and design team must agree on this. Right now the plot-writing functions are divided into Snarky and SSH.
We will add a concept artist soon, who will, assisted by the rest of the team, work out a general graphical style.
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gord10
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 Re: Adventurous Game Proposal
« Reply #2 on Nov 20, 2005, 5:28pm »

I think this idea sounds pretty good; especially for such a massive game project.

I have got some plus ideas, too. Do you know Chrono Trigger?
http://www.rpgdreamer.com/ffc/ct/
It was one of my favourite RPG games, because of its story. I think we could make an adventure game which a group of children searches something in a massive fantastic game world.

We actually control a main character, but also we can set the inventory items (and maybe weapons) of the other characters. The other helping characters don't have to always be with us, they may leave (or get kidnapped/trapped) during the story.
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andail
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 Re: Adventurous Game Proposal
« Reply #3 on Nov 20, 2005, 6:04pm »

Gord10, please hold on until you have been given a position. This very board is for the d&d team, and if they need or want feedback from the other members, they will advertise for this in the critics section.

It's good that you're enthusiastic, but we need some sort of structure :)
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Snarky
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 Re: Adventurous Game Proposal
« Reply #4 on Nov 20, 2005, 6:21pm »

:)I can still post to this forum, since you ask.
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 Re: Adventurous Game Proposal
« Reply #5 on Nov 20, 2005, 9:49pm »

Without wanting to encroach onto the writing side of things, but I cant get a full grasp of your idea quite yet. It sounds a bit like Dune maybe? Can you give an example of what one "episode" might be?
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 Re: Adventurous Game Proposal
« Reply #6 on Nov 21, 2005, 1:02am »

I definitely think the "multi-universe" idea is the way to go. Whether the unifying element involves a intergalactic delivery service (a la Futurama) or a ship(Life Aquatic), the worlds can be connected to the main characters through a means of travel and a reason (exploration, quest, etc).

I also think it would be fun doing some non-linear time experiments with a divided player character party (this sounds much more complicated than I intend). For instance, the party gets split up (think DOTT), but you only switch characters each chapter of gameplay, and the chapters don't run on a linear time progression. This can be done to add mystery, fill the player in on some backstory, and tie several narratives together at the end.
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Snarky
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 Re: Adventurous Game Proposal
« Reply #7 on Nov 21, 2005, 1:35am »

Mmm, so I take it you're backing Bspeer's idea then, bb? Or are you thinking of merging it with elements of what I proposed?

I see the attraction of the multiverse idea. What concerns me about that is that it requires extremely advanced technology, and it strikes me as a bit stupid for the characters to travel nonchalantly to different worlds, only to be stumped because they have to steal a yo-yo, trick the mailman, or decode a secret recipe for sauerkraut. You can only use the old "our time machine broke down" excuse so many times.

That said, if that's what people want to do, I'll certainly try to help out. Maybe you should make a separate thread with a bit more detail about what you're thinking?
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 Re: Adventurous Game Proposal
« Reply #8 on Nov 21, 2005, 3:01am »


Quote:
Without wanting to encroach onto the writing side of things, but I cant get a full grasp of your idea quite yet. It sounds a bit like Dune maybe? Can you give an example of what one "episode" might be?

Dune? I wasn't thinking anything that heavy. That said, I do like Dune, so why not? ... Wait, are we talking the book, the movie, the TV series, the computer game, the other computer game, the other other computer game, or the German techno trio? ;D

OK, I'll try to make it a bit clearer. A lot of this is just off the top of my head, I'd hope to go through a few rounds of feedback and rewrites before the concept was locked down. But as of right now...

So our main hero (and primary playable character) is the Queen's handmaid, errr... Shara. She is joined on her quest by the rogue outlaw D'wain (she helps him escape from the Duke's guards at the beginning of the game, or something). Also with them is Lon, a young servant boy who has a crush on Shara. Possibly they have some old, barely functioning vehicle they travel in (*cough*Millennium Falcon*cough*).

Pursuing them is the Duke's deadly agent. For kicks, let's make her a woman: Psybele. Sometimes a step ahead, never more than a step behind, she attempts to thwart the heroes at every turn.

An "episode" might go a little something like this:

Following up on a lead on the Queen's daughter's whereabouts, the group have arrived in a small valley. When she goes to look for her contact (cue puzzle), Shara finds out that he's been dead for some time. However, she catches a glimpse of the princess of the valley, a girl who might be the elusive heir! She resolves to sneak into the palace to meet her (cue puzzle). When she finds the princess, who is not, in fact, the missing heir, it turns out that she's a prisoner, a figurehead for the real ruler; an evil vizier. At this moment, Shara is captured by the vizier's guards. It turns out that the vizier has made a deal with Psybele, the assassin. He'll kill the princess, and make Shara his new puppet! (Oh no!) Now Shara must escape (with the help of Lon, who snuck after her into the palace), free the princess, and overthrow the evil vizier, using D'wain's outlaw tactics (puzzle, puzzle, puzzle). When they succeed, the princess, who will from now on rule in reality as well as in name, offers to help them on their quest by providing them with useful resources and a good lead on the heir they're looking for. In an epilogue, we see that the vizier (who fled when his defeat seemed certain) is joined in his escape by Psybele. She kills him for his failure to deliver on their deal... and because she's badass.
OK, that's a pretty plot-heavy installment. You might even call it quasi-epic. A shorter one might take this form:

When their ship (or whatever they travel in) break down in a hicksville town, the gang quarrel over who's at fault. Since they're no longer talking to each other, Shara is on her own in looking for the parts needed to make their ship run (cue puzzle), while also trying to find ways to make up with her friends (cue puzzle). Meanwhile, in a series of cutscenes (Monkey Island-style) we see Psybele waiting for them in the city they were supposed to be heading for, and becoming involved in a complicated and ultimately humiliating series of events (cue comic relief).
Does that make it any clearer? My reference points here are lighthearted, oldschool adventure series. Shows like Hercules and Xena are probably close to what I'm thinking of (haven't seen them, so I don't know for sure). The kind of thing where the characters get into an adventure, and manage to resolve it, all in one hour (with commercial breaks), yet never seem to come much closer to their ultimate goal.
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 Re: Adventurous Game Proposal
« Reply #9 on Nov 21, 2005, 3:53pm »

I have to apologize for leaving my post so open-ended. By the things I said I wasn't trying to plug bspeers' idea, nor was I trying to push a proposal that would stand on its own. The ideas I stated can fit in nicely with an actual story concept (such as those written by Snarky or SSH).
Let me try to clarify things.

By "multi-universe" and "non-linear time", I'm not referring to anything that involves a time machine or different planets or anything like that. I mean multi-universe in the sense that Full Throttle featured several different "worlds" (for lack of a better team). Remember how the narrative took you through several areas that are almost stand-alone? (Mellonweed or Corley's Motor Factory, for instance) Basically, this means the game involves some travel. The PC (or party) moves through several areas (which can be vastly different, keeping the player's interest, but it's also a good way to unify the small teams' colloborations). Perhaps you won't even be able to revisit these areas.

Perhaps Snatch was a bad example for non-linear time. How about Pulp Fiction? With this concept, I mean that the game (and its events) doesn't necessarily proceed in chronological order.

For example (and I'm pulling this from the top of my head), in the first chapter, you could be playing a character who is an ambassador between two people groups. He has an important message to give to the other group, which has been getting aggressive recently. Once he arrives, he finds that they've killed a political prisoner they took hostage. The second chapter allows the player to control the guy who was the political prisoner (and killed in the first chapter) up to the point of his capture.
In this example, the game does not reflect an actual timeline (otherwise how could a guy be dead at the end of chapter 1 but be playable during chapter 2).


My point here is not an emphasis on story, but on the method of telling one. Sorry for being so vague before.

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 Re: Adventurous Game Proposal
« Reply #10 on Nov 22, 2005, 4:09am »

Oh, OK. I see.

Yeah, I'm all with you on the stand-alone areas thing. Whether they are different dimensions, planets, countries, or just streets, it will make it much easier for each of the different teams to work independently.

As for the non-linear time concept, it sounds like a cool idea. I'm not sure it's something that should encompass the whole game, but I don't see why we shouldn't use it. Let's go for it!
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