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- Mar 15, 2012
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- RMVXA
It seems like we have a lot of ideas floating around here. The issue with a chain story is that it would restrict some of the creativity of creators...and it might lead to missed potential if we're restricted to a particular outline. Also, a chain story may require a specific order of creators (e.g. I would be Chapter 3 by default, Espon Chapter 5, etc.)...if we run into a situation where that user has major IRL issues, then the chain could stall big time.
Puzzles/Macguffins: Consensus seems to point to an emphasis on dungeons and puzzles with some flexibility to allow anyone to participate (like how the first game ended up). We might as well keep the outline of the plot simple: the Hero or Heroes must collect 8 Thingies spread across the world. It worked for Pokemon and Zelda, and there will still be some flexibility: not every chapter has to have a Thingie, because there could be subplots or lengthy adventures to the next Thingie. The Chain Game would also have a very specific goal in sight, and it would be hard to rush it or extend it for too long.
To add a tiny bit of structure, I think we should have a rule that all 8 Thingies (or whatever the plot ends up having) are in dungeons, and each dungeon has some sort of special item that can be used in other dungeons (or even in the field, if people want). If people don't want to add an item, they can have their chapter be a sort of interlude that doesn't take place in a dungeon. If they want to make an dungeon but not an item, then they can use previous items.
What if an item gives the player the ability to scale special cliffs, and someone goes and adds those special cliffs to previous areas for items/sidequests? How about rope? Gloves that destroy rocks? Zippo mark 2? I tried to do something like that with the Orb of Providence, which I wanted to implement across the entire game. We'll cater to the strength of the first one while addressing one thing that players wanted (more widespread special item usage). The key would be to keep things flexible and simple to avoid alienating people, creating something too time-consuming to implement, or forcing people to do one particular thing.
Continuity/Consistency/Balance: I also think we need to have a Wiki or something to track the story, gameplay elements, treasure locations, characters, etc. Everything could be tracked, and the pages would be edited once a chapter was complete. This would help with balance and would also prevent continuity issues.
Story: I really like the idea of having parallel stories, but we should keep things simple. What if we had two plots - two chains - with a unified finish? It would prevent things from becoming overly complex, while still adding a fun wrinkle into the mix. Perhaps the two chains are in separate time periods to prevent any sort of clashing. This may be difficult to pull off convincingly, and we would have to lay down some ground rules first. I mean, we could keep it a LINEAR chain game, but the perspectives alternate until someone decides to unite the two storylines (think Final Fantasy VIII with Laguna). This would also allow us to "have our cake and eat it too": one storyline could resolve the cliffhanger at the end of the first game, while another storyline could have all new characters with a new scenario (at first...hehe). Both storylines could be in Arum, and both storylines would eventually mesh...but someone wouldn't need to be experienced with the first game to play the second, because they could choose to progress the second scenario.
Turns: Part of me likes the idea of pre-determined spots, but things could come up and spots would have to be filled in a hurry. The format for the other chain game seemed to work, so we might as well carry on with that one. If two people want the chain at the same time, we can have them go in order.
Edit:
Scripts/Battles: As far as scripts go, if we're going to keep with the traditional Default Battle System, why don't we implement Yanfly Engine Ace? It's easy to integrate and not overly complex. We could just use the simpler elements of it.
Time Limits: I'm thinking 5 days, with a 3-day extension given in case of issues. During the extension period, we can discuss a contingency plan so that the chain will keep rolling on no matter what.
Puzzles/Macguffins: Consensus seems to point to an emphasis on dungeons and puzzles with some flexibility to allow anyone to participate (like how the first game ended up). We might as well keep the outline of the plot simple: the Hero or Heroes must collect 8 Thingies spread across the world. It worked for Pokemon and Zelda, and there will still be some flexibility: not every chapter has to have a Thingie, because there could be subplots or lengthy adventures to the next Thingie. The Chain Game would also have a very specific goal in sight, and it would be hard to rush it or extend it for too long.
To add a tiny bit of structure, I think we should have a rule that all 8 Thingies (or whatever the plot ends up having) are in dungeons, and each dungeon has some sort of special item that can be used in other dungeons (or even in the field, if people want). If people don't want to add an item, they can have their chapter be a sort of interlude that doesn't take place in a dungeon. If they want to make an dungeon but not an item, then they can use previous items.
What if an item gives the player the ability to scale special cliffs, and someone goes and adds those special cliffs to previous areas for items/sidequests? How about rope? Gloves that destroy rocks? Zippo mark 2? I tried to do something like that with the Orb of Providence, which I wanted to implement across the entire game. We'll cater to the strength of the first one while addressing one thing that players wanted (more widespread special item usage). The key would be to keep things flexible and simple to avoid alienating people, creating something too time-consuming to implement, or forcing people to do one particular thing.
Continuity/Consistency/Balance: I also think we need to have a Wiki or something to track the story, gameplay elements, treasure locations, characters, etc. Everything could be tracked, and the pages would be edited once a chapter was complete. This would help with balance and would also prevent continuity issues.
Story: I really like the idea of having parallel stories, but we should keep things simple. What if we had two plots - two chains - with a unified finish? It would prevent things from becoming overly complex, while still adding a fun wrinkle into the mix. Perhaps the two chains are in separate time periods to prevent any sort of clashing. This may be difficult to pull off convincingly, and we would have to lay down some ground rules first. I mean, we could keep it a LINEAR chain game, but the perspectives alternate until someone decides to unite the two storylines (think Final Fantasy VIII with Laguna). This would also allow us to "have our cake and eat it too": one storyline could resolve the cliffhanger at the end of the first game, while another storyline could have all new characters with a new scenario (at first...hehe). Both storylines could be in Arum, and both storylines would eventually mesh...but someone wouldn't need to be experienced with the first game to play the second, because they could choose to progress the second scenario.
Turns: Part of me likes the idea of pre-determined spots, but things could come up and spots would have to be filled in a hurry. The format for the other chain game seemed to work, so we might as well carry on with that one. If two people want the chain at the same time, we can have them go in order.
Edit:
Scripts/Battles: As far as scripts go, if we're going to keep with the traditional Default Battle System, why don't we implement Yanfly Engine Ace? It's easy to integrate and not overly complex. We could just use the simpler elements of it.
Time Limits: I'm thinking 5 days, with a 3-day extension given in case of issues. During the extension period, we can discuss a contingency plan so that the chain will keep rolling on no matter what.
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