How do you create a good story that would be remembered

Simon D. Aelsi

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Look at it this way... An RPG is just a BOOK you're able to control... 

What I mean is, there are all the elements of an excellent story a others have said. Your story MUST have a plot, twists are finebut as long as they make sense.  

No matter how intense the loops are you throw, make sure the plot always comes out right-side up.

Have you tried outlining your RPG's story? If not, that would help. Yes, you may need to spend time AWAY from the actual game but in the end the result will be well worth it. I'll bet you the creators of those two games did that as well.

*follows topic*
 

tushime1976

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I am working on something now... but still..something don't add up at the end.
 

whitesphere

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When I've written novels for the Nanowrimo writing challenge, I always start with what is, to me, an interesting idea:

- What would happen if NOBODY could have children?

- What would happen if, suddenly, the entire world became telepathic?

- What would happen if magic suddenly started coming back into the world?

- Why would any battle with highly advanced aliens not result in humanity being obliterated within seconds?

From that, I create a world, situations and characters where every answer logically and consistently creates the answer to that question.

Now, when creating an RPG, I think it's important to have a central concept or idea.  The biggest difference is we tell a story in an RPG through discovery --- the player must discover the world, discover abilities, characters and settings.

I think a great story has those discoveries sometimes misleading the player (i.e. plot twists), or later discoveries showing a much larger consequence (in Final Fantasy IV, the quest for the Crystals eventually leads to different worlds).  Ideally, it should not be predictable, but should make sense.  For example: the dragon terrorizing the countryside was cursed by a powerful gypsy. The gypsy was hired by the Empire's arch rival nation to weaken the Empire before war. 

But, I agree, great characters with interesting stories and dynamics deeply add to the story.
 

Kyutaru

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When I've written novels for the Nanowrimo writing challenge, I always start with what is, to me, an interesting idea:

- What would happen if NOBODY could have children?

- What would happen if, suddenly, the entire world became telepathic?

- What would happen if magic suddenly started coming back into the world?

- Why would any battle with highly advanced aliens not result in humanity being obliterated within seconds?
A lot of anime shows take the same approach as you do and they succeed.  In fact, there's been an anime produced for every idea you listed.
 

tushime1976

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Kyutaru is right. Nice post there.
 

tushime1976

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What if nobody can have children?

I remember that was in some movie plot. I forgot the name.
 

tushime1976

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Yup that was it. Children of Men.
 

tushime1976

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But I did not like the story flow though. The ending was anti-climatic.
 

tushime1976

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I finally did it, will post my story soon!
 

reNami

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Though I'm not so experienced in the art of game making, one great way to make your writing interesting and memorable is to make really well developed relationships. I'm not talking just romance, either. Married couples, falling in love couples, best friends, siblings, paternal, ect. Though well rounded characters certainly help to flesh out the plot, well rounded relationships that are entertaining and relatable can really draw an audience in. It's not as often utilized either, so your game can certainly stand out in this regard.
 

tushime1976

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I never thought of that. Thanks for sharing.
 

hian

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Well, if you want to make a memorable story, then breaking conventions is probably the most important factor because that's what people actually remember, in terms of how human psychology works.

Any story that follows conventions and fit into established patterns, blend with what is already being made, which means a lot of people won't see the story as memorable because it's competing with all the other stories in the same vein or pattern.

In those cases, which story wins out in the minds of the audience boils down to a much smaller and narrow set of variables that are much harder to control (character development, flow, rhetoric, choice of words, etc).

Also, it's worth mentioning that games, unlike books, present stories in a completely different way. It's not limited to writing. The story is presented with visuals, and with audio as well.

A rather conventional and tried scene where two rivals battle each other to death, can be completely forgettable in a book unless the writing is completely excellent, but it can easily be a really unforgettable moment in a video game if the art complements the scene, and you have a really good track going in the background.

People are much more forgiving of a story that stands out from the crowd, even when it isn't necessarily all that well-written, especially in a generally well-designed game. Whether you make your game stand out by building a story that breaks story-telling conventions, or by making a game that break conventions in terms of presentation.

FF7 is a great example of the latter. It suffered from horrible localization, a rather unforgiving pacing when it comes to the progression of the plot, and many game-play traditions that many today see as bad.

That being said, it took place in a world that stood out(and still does) from the vast majority of fantasy/sci-fi settings, it introduced elements like cross-dressing, gambling, alcoholism/drug abuse, prostitution, homosexuality, "fossil-fuel", terrorism, problems surrounding a privatized military industry, and much more, and it assaulted your senses with this insane color-palette and heavy synthed sound-track that really captured the time-period, which all made it stand out from everything else being made at the time.

The final showdown between Cloud and Sephiroth in life-stream (the one where you omnislash the **** out of him), is probable one of the most awe-inspiring showdowns of gaming history, despite being a completely ordinary and stereotypical scenario that in pure writing would probably be completely forgettable.

People have to remember that games allow us to tell stories in a completely different way from any other media.

We can deliver more dialogue and action in a much more progressive way because we don't have to spend time writing out the setting and mood. The music and visuals do that for us, and those are by far the most important elements in creating a memorable story sequence in a game.

A scene that has a good mood, and a strong set-piece can be the background of a completely mundane and otherwise boring scenario, and still make everything seem relevant and emotionally charged to the person watching/reading/playing it.

People like to think that it's what's being told that is important, not how it's being told, and that's not so strange when you consider how the human psyche works. But, in the end, everything boils down to basic, subconscious emotional reactions, and those are usually best influenced by the things that by-pass our intellectual filters and go straight to the heart-strings.

Don't take this to mean that I think writing in general is pointless when it comes to video-games, I'm just saying that the standard for what makes a story memorable and good in terms of a game, is different from that of a book because they essentially are very different, seeing as how many of the elements you express in video-games aren't expressed at all in books, or have to be expressed with additional writing.

Case in point - even if you made an RPG out of a Shakespeare level piece of writing, if it looked and played like Dragon Age, then it would still probably drown out with all the other Dragon Age-ish games.

Pick a mood, art-direction, musical direction to your basic plot-outline first.

Build around that, rather than attempting to write some Shakespeare and and then attempting to just force it into a game.

Secondly, challenge general genre conventions.

Don't end up burning down the hero's village, having the hero captured by soldier grunts he could easily defeat scores of in combat, putting the hero in a jail he has to escape from, putting a maniacal evil guy who plans to destroy the earth, etc. unthinkingly.

The reasons those tropes pop up into your stories so naturally, is because, in all likelihood, you've read so many stories containing those elements that they're firmly lodged in your subconsciousness by now.

Give a care, and see if you can't just pull a 180 and surprise people a bit.
 

tushime1976

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Well, if you want to make a memorable story, then breaking conventions is probably the most important factor because that's what people actually remember, in terms of how human psychology works.

Any story that follows conventions and fit into established patterns, blend with what is already being made, which means a lot of people won't see the story as memorable because it's competing with all the other stories in the same vein or pattern.

In those cases, which story wins out in the minds of the audience boils down to a much smaller and narrow set of variables that are much harder to control (character development, flow, rhetoric, choice of words, etc).

Also, it's worth mentioning that games, unlike books, present stories in a completely different way. It's not limited to writing. The story is presented with visuals, and with audio as well.

A rather conventional and tried scene where two rivals battle each other to death, can be completely forgettable in a book unless the writing is completely excellent, but it can easily be a really unforgettable moment in a video game if the art complements the scene, and you have a really good track going in the background.

People are much more forgiving of a story that stands out from the crowd, even when it isn't necessarily all that well-written, especially in a generally well-designed game. Whether you make your game stand out by building a story that breaks story-telling conventions, or by making a game that break conventions in terms of presentation.

FF7 is a great example of the latter. It suffered from horrible localization, a rather unforgiving pacing when it comes to the progression of the plot, and many game-play traditions that many today see as bad.

That being said, it took place in a world that stood out(and still does) from the vast majority of fantasy/sci-fi settings, it introduced elements like cross-dressing, gambling, alcoholism/drug abuse, prostitution, homosexuality, "fossil-fuel", terrorism, problems surrounding a privatized military industry, and much more, and it assaulted your senses with this insane color-palette and heavy synthed sound-track that really captured the time-period, which all made it stand out from everything else being made at the time.

The final showdown between Cloud and Sephiroth in life-stream (the one where you omnislash the **** out of him), is probable one of the most awe-inspiring showdowns of gaming history, despite being a completely ordinary and stereotypical scenario that in pure writing would probably be completely forgettable.

People have to remember that games allow us to tell stories in a completely different way from any other media.

We can deliver more dialogue and action in a much more progressive way because we don't have to spend time writing out the setting and mood. The music and visuals do that for us, and those are by far the most important elements in creating a memorable story sequence in a game.

A scene that has a good mood, and a strong set-piece can be the background of a completely mundane and otherwise boring scenario, and still make everything seem relevant and emotionally charged to the person watching/reading/playing it.

People like to think that it's what's being told that is important, not how it's being told, and that's not so strange when you consider how the human psyche works. But, in the end, everything boils down to basic, subconscious emotional reactions, and those are usually best influenced by the things that by-pass our intellectual filters and go straight to the heart-strings.

Don't take this to mean that I think writing in general is pointless when it comes to video-games, I'm just saying that the standard for what makes a story memorable and good in terms of a game, is different from that of a book because they essentially are very different, seeing as how many of the elements you express in video-games aren't expressed at all in books, or have to be expressed with additional writing.

Case in point - even if you made an RPG out of a Shakespeare level piece of writing, if it looked and played like Dragon Age, then it would still probably drown out with all the other Dragon Age-ish games.

Pick a mood, art-direction, musical direction to your basic plot-outline first.

Build around that, rather than attempting to write some Shakespeare and and then attempting to just force it into a game.

Secondly, challenge general genre conventions.

Don't end up burning down the hero's village, having the hero captured by soldier grunts he could easily defeat scores of in combat, putting the hero in a jail he has to escape from, putting a maniacal evil guy who plans to destroy the earth, etc. unthinkingly.

The reasons those tropes pop up into your stories so naturally, is because, in all likelihood, you've read so many stories containing those elements that they're firmly lodged in your subconsciousness by now.

Give a care, and see if you can't just pull a 180 and surprise people a bit.
Right on the money there!
 

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