- Joined
- Aug 25, 2016
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Hi everyone. I couldn't find if this has been discussed before - and currently I am 'locked-in' to my current project I cannot change it. But I wanted opinions from experienced makers anyway. So, here goes:
When I started my project, there was no direction and I allowed my ideas to flow - especially world building. It was all off the cuff. But now that I am 25% into it, a story has emerged: an epic, world-spanning adventure of Order vs Chaos, of a group of four heroes who tragically failed. It is so interesting, I can't stop thinking about it! Here's the problem, the game I'm making is the final part of the story - the 5th part. So, I'm actually starting at the end - 1000 years after the heroes failed, as a new group of heroes have emerged knowing nothing but vague legends of the original four. They will end the story by tying up the loose ends. Can't see the problem?... I'm starting at the end of the story - a more interesting story than what I am presenting. It's kind of like what George Lucas did with starting in the middle of his Star Wars story. And I find myself digging a similar hole, with similar problems. So, because I am stuck within my own self-made paradigm of anti-climax, I was wondering what opinions people have regarding starting a multi-chapter story in the middle, or even at the end. Would this be considered unique, or bad-form? How would a designer handle the final revelations during the last boss fight? Would it be a cop-out to leave some things unanswered since they are in the past? I'm not asking for myself specifically, since the characters and story are locked. They've taken over and I can't stop them!
So, anyone with any experience, opinions, or advice for peeps doing this sort of thing? I can give more details, but I want this to be a design discussion and not about my game per se. I think the problems I'm running into are things people can learn from, but I'd rather talk about it after I finish the game, you know? Anyways, thanks for reading! I can't wait to hear the responses from this fine community!
When I started my project, there was no direction and I allowed my ideas to flow - especially world building. It was all off the cuff. But now that I am 25% into it, a story has emerged: an epic, world-spanning adventure of Order vs Chaos, of a group of four heroes who tragically failed. It is so interesting, I can't stop thinking about it! Here's the problem, the game I'm making is the final part of the story - the 5th part. So, I'm actually starting at the end - 1000 years after the heroes failed, as a new group of heroes have emerged knowing nothing but vague legends of the original four. They will end the story by tying up the loose ends. Can't see the problem?... I'm starting at the end of the story - a more interesting story than what I am presenting. It's kind of like what George Lucas did with starting in the middle of his Star Wars story. And I find myself digging a similar hole, with similar problems. So, because I am stuck within my own self-made paradigm of anti-climax, I was wondering what opinions people have regarding starting a multi-chapter story in the middle, or even at the end. Would this be considered unique, or bad-form? How would a designer handle the final revelations during the last boss fight? Would it be a cop-out to leave some things unanswered since they are in the past? I'm not asking for myself specifically, since the characters and story are locked. They've taken over and I can't stop them!
So, anyone with any experience, opinions, or advice for peeps doing this sort of thing? I can give more details, but I want this to be a design discussion and not about my game per se. I think the problems I'm running into are things people can learn from, but I'd rather talk about it after I finish the game, you know? Anyways, thanks for reading! I can't wait to hear the responses from this fine community!

