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The Hero's Journey is a book that talks about story flow.
In this book, it details how characters and story should typically fit together: the "ordinary world" should be set up, then the problem happens, they go to the "special world", then the evil fight occurs, and the hero(es) return with whatever is needed to repair their "ordinary world". Characterization is an element that is performed thoughout the story.
However, I have seen many think that characterization should be at the start of the story, even before anything happens.
Inevitably, this means a creator often thinks that there should be a huge wall of scrolling text to detail "what has happened so far".
This often leads to a huge divide in gamers:
- those that don't care, because it is a scrolling wall of text
- those that don't understand the story because they forgot it after reading the text
- those that feel no attachment to the characters
- [There will be more camps, but these are the three main ones]
However, there is actually another way to introduce characters and allow them to have an impact on the player whilst at the same time, delivering the story: to do both at once. There are a few ways to do this and start the action at the same time (such as the main character grieving the loss of their lover in front of a super powerful boss that they will obviously fight as the tutorial battle before being banished to starter town at level 1, or entering a flashback or "you are my brother" trope) - but there are not an infinite number of ways. To try to utilize this in every game will evidently lead to repetitiveness.
However, this means that players have to be able to understand that not everything will make sense to them at the start of every single game. The evil guy is almost never explained at the start. The main characters are often not explained throughout the action unless through flashbacks or lulls (FF13, Stargate Universe, FF9, Murdered: Soul Suspect, King of Fighters XIII, Lara Croft and the Guardian of Light, Tomb Raider Underworld, The Illusionist, etc) - it is the INTENT of the creator to MAKE the player confused and curious to know more as the story goes on. That is THEIR hook. It CAN be well done if the creator explains things as they go along - as long as everything is explained at SOME point!
Therefore, personally I feel that it is fine, should a player want to, to begin the story right in the middle of the action. Sure, go ahead and see that thousand-year-old-King who's been revived by a mysterious substance, obtain what you need from him, then flashback or have some dialogue during some action in the following scene about what the main characters have just done or why they have just done it. They could even argue about whether taking what they needed from him was the right choice, because it meant that he would no longer be able to return to this world from the spirit world. Then a few minutes later (or in the same scene), explain that the two are necromancers.
This sets up the plot instantly: The players need to use the [mysterious artifact] obtained from the King in order to stop the [Thousand-year-war]. The game doesn't hang about with pre-summon rituals. The game doesn't hang about with explaining characters and who they are. If they fight after obtaining the [mysterious artifact] and spill the beans during this confrontation, even better. Still, the designer might choose to reveal that they are necromancers later once their mother calls them in for tea and the [main characters] realize that they have left their necromancer equipment in the basement and their mother has returned home early.
In this instance, in my opinion, it is not a valid excuse for the player to complain about feeling "confused" after five minutes or less of the story/gameplay. It is however, a valid excuse after the first hour as by this time, the player should have a semblance of what is going on (motives don't need to be explained fully at this point, but they should be by the end because otherwise if you explain everything at the start, this gives away the entire plot/story and bogs the introduction down)
What is your take on this?
In this book, it details how characters and story should typically fit together: the "ordinary world" should be set up, then the problem happens, they go to the "special world", then the evil fight occurs, and the hero(es) return with whatever is needed to repair their "ordinary world". Characterization is an element that is performed thoughout the story.
However, I have seen many think that characterization should be at the start of the story, even before anything happens.
Inevitably, this means a creator often thinks that there should be a huge wall of scrolling text to detail "what has happened so far".
This often leads to a huge divide in gamers:
- those that don't care, because it is a scrolling wall of text
- those that don't understand the story because they forgot it after reading the text
- those that feel no attachment to the characters
- [There will be more camps, but these are the three main ones]
However, there is actually another way to introduce characters and allow them to have an impact on the player whilst at the same time, delivering the story: to do both at once. There are a few ways to do this and start the action at the same time (such as the main character grieving the loss of their lover in front of a super powerful boss that they will obviously fight as the tutorial battle before being banished to starter town at level 1, or entering a flashback or "you are my brother" trope) - but there are not an infinite number of ways. To try to utilize this in every game will evidently lead to repetitiveness.
However, this means that players have to be able to understand that not everything will make sense to them at the start of every single game. The evil guy is almost never explained at the start. The main characters are often not explained throughout the action unless through flashbacks or lulls (FF13, Stargate Universe, FF9, Murdered: Soul Suspect, King of Fighters XIII, Lara Croft and the Guardian of Light, Tomb Raider Underworld, The Illusionist, etc) - it is the INTENT of the creator to MAKE the player confused and curious to know more as the story goes on. That is THEIR hook. It CAN be well done if the creator explains things as they go along - as long as everything is explained at SOME point!
Therefore, personally I feel that it is fine, should a player want to, to begin the story right in the middle of the action. Sure, go ahead and see that thousand-year-old-King who's been revived by a mysterious substance, obtain what you need from him, then flashback or have some dialogue during some action in the following scene about what the main characters have just done or why they have just done it. They could even argue about whether taking what they needed from him was the right choice, because it meant that he would no longer be able to return to this world from the spirit world. Then a few minutes later (or in the same scene), explain that the two are necromancers.
This sets up the plot instantly: The players need to use the [mysterious artifact] obtained from the King in order to stop the [Thousand-year-war]. The game doesn't hang about with pre-summon rituals. The game doesn't hang about with explaining characters and who they are. If they fight after obtaining the [mysterious artifact] and spill the beans during this confrontation, even better. Still, the designer might choose to reveal that they are necromancers later once their mother calls them in for tea and the [main characters] realize that they have left their necromancer equipment in the basement and their mother has returned home early.
In this instance, in my opinion, it is not a valid excuse for the player to complain about feeling "confused" after five minutes or less of the story/gameplay. It is however, a valid excuse after the first hour as by this time, the player should have a semblance of what is going on (motives don't need to be explained fully at this point, but they should be by the end because otherwise if you explain everything at the start, this gives away the entire plot/story and bogs the introduction down)
What is your take on this?

