Let's talk about game intros.

c0n

Villager
Member
Joined
Dec 3, 2014
Messages
13
Reaction score
6
First Language
English
Primarily Uses
What if the long intro was a little bit into the game or they intersperse game play into it yet didn't make it feel like a tutorial?

What if it was a long intro... yet the player controlled how the intro went? like what characters said and what happened next, as well as it immediately introducing a hook?
Well... You're setting up game rules and expectations with how the intro plays. If you're giving the player a high level of control at the beginning, then I agree with philteredkhaos: you'll have to give the player that ability throughout the game.... OR have those early choices affect the game through to the end so it doesn't seem pointless.  
 

Oddball

Veteran
Veteran
Joined
Sep 4, 2014
Messages
1,923
Reaction score
534
First Language
English
Primarily Uses
N/A
@Oddball I would certainly say that is more fun than watching an episode of Game X instead of playing it. As for controlling the intro... With a lot of work, that would be a fun game. If you could keep on shaping the story as you play, depending on what you do or don't do, what you say, where you go... End up with a different character at the end because of it...

hmm...

You working on any projects right now, Oddball?
yes, but I'm not exactly doing this for the intro. although, choices you make in the game do shape which direction the story goes. However, you won't see those choices start to shape out (or get many of them) untill after the second boss. Basicly, I'm flattering chaos theory with the way i'm doing my game. it starts off nice and linear, and then everything just goes to heck with what the player can do by the end of the game
 

MisterTorgue

Explosioooooooons!
Veteran
Joined
Nov 4, 2014
Messages
324
Reaction score
49
First Language
Explosions!
Primarily Uses
My intro to the game is more of a Star Wars intro

You get a scroll text with images in the back ground telling you a bit about the events that have occurred in the land. 

And it gives you vague hints of what's going to unravel. (its about 1 minute of text  if you read slow I assume!)

Then it throws you in an interactive intro part, introducing you into the protagonists, again doesnt give too much away.

As then when the game starts, by following the main set of quests, you find out who these people are and what they are trying to do e.c.t. :)

Also adding a few playable cut back scenes where you play people in the previous war that occurred, letting you get the feel of what really went on before you started playing, giving that extra depth in the game :)
 
Last edited by a moderator:

Users Who Are Viewing This Thread (Users: 0, Guests: 2)

Latest Threads

Latest Posts

Latest Profile Posts

How many parameters is 'too many'??
Yay, now back in action Happy Christmas time, coming back!






Back in action to develop the indie game that has been long overdue... Final Fallacy. A game that keeps on giving! The development never ends as the developer thinks to be the smart cookie by coming back and beginning by saying... "Oh bother, this indie game has been long overdue..." How could one resist such? No-one c
So I was playing with filters and this looked interesting...

Versus the normal look...

Kind of gives a very different feel. :LZSexcite:
To whom ever person or persons who re-did the DS/DS+ asset packs for MV (as in, they are all 48x48, and not just x2 the pixel scale) .... THANK-YOU!!!!!!!!! XwwwwX

Forum statistics

Threads
105,853
Messages
1,016,986
Members
137,561
Latest member
visploo100
Top