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Last week, I had a talk with a friend about how to entice players and keep them engaged early on, and had a discussion about prologues. By “Prologue” (which different people may have different definition of), I don’t mean the long scrolling backstory infodumps at the first few minutes after you hit “New Game”. Here I am referring to the introductory segments of a game before you are given full control to explore and start acquiring skills/levels, instead of just “partial control” like being forced to walk from Point A to Point B and just doing tutorials and interact with static events.
After playing many games and heard gripes about long prologues turning people off, I’m curious about how people make their prologues. Without a doubt, it is one of the most important segment of any game, especially in demos, where they are often the deciding factor if a game is worth buying. They often include the following:
Action Prelude:
The most popular approach for many, many commercial RPGs, you are thrown straight into action within the first few minutes of starting the game, often with guest characters you won’t actually get to play as, or giving you a Taste of Power with a much stronger protagonist. Do you include action segments where the player are in control before the “main” game? Or you just start them out in some village/town and provide immediate control?
Major Character Introductions:
Some stories simply do not work without an established cast of characters right at the beginning to provide the basic expositions, and introducing them all can take time. Do you have experience in handling such a scenario?
Tutorials:
The bane of any player’s existence. They are often spread out to prevent infodump and interrupting gameplay. Do you even include them if any?
For my case, while I give control to the player 2~3 minutes in, my actual prologue (call it Chapter “0” if you will) would be at least 30 minutes to an hour long because it had a tutorial dungeon (that you are expected to breeze your way through, no EXP/levels will be carried over) and contain critical events and foreshadowing that lead to the main game. This part could easily be revamped as a flashback if I felt like it, but it is necessary to establish the plot and the important characters before the adventure can properly begin without a ton of question marks.
Some other popular examples:
Discuss.
After playing many games and heard gripes about long prologues turning people off, I’m curious about how people make their prologues. Without a doubt, it is one of the most important segment of any game, especially in demos, where they are often the deciding factor if a game is worth buying. They often include the following:
Action Prelude:
The most popular approach for many, many commercial RPGs, you are thrown straight into action within the first few minutes of starting the game, often with guest characters you won’t actually get to play as, or giving you a Taste of Power with a much stronger protagonist. Do you include action segments where the player are in control before the “main” game? Or you just start them out in some village/town and provide immediate control?
Major Character Introductions:
Some stories simply do not work without an established cast of characters right at the beginning to provide the basic expositions, and introducing them all can take time. Do you have experience in handling such a scenario?
Tutorials:
The bane of any player’s existence. They are often spread out to prevent infodump and interrupting gameplay. Do you even include them if any?
For my case, while I give control to the player 2~3 minutes in, my actual prologue (call it Chapter “0” if you will) would be at least 30 minutes to an hour long because it had a tutorial dungeon (that you are expected to breeze your way through, no EXP/levels will be carried over) and contain critical events and foreshadowing that lead to the main game. This part could easily be revamped as a flashback if I felt like it, but it is necessary to establish the plot and the important characters before the adventure can properly begin without a ton of question marks.
Some other popular examples:
- FF9 doesn’t properly start until you reach Evil Forest, although you have a whole town to navigate and tons of story segments with event battles to establish the basic plot.
- Persona 4/5. Known for their ridiculously long prologues before you are actually given full control to explore a town or be allowed to freely dungeon crawl.
- The Tanker Chapter of MGS2 and The Virtuous Mission of MGS3. Not exactly an RPG but has the same concept.
Discuss.