What do you think about a chapter break?

Kupotepo

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I am thinking, actually wanting to break down the story into chapters. A different chapter per point of view for the main character. I think it would be easy for me to make the game that way.

How do you execute the chapter break? I mean like at the end of the chapter. Do you show the cutscenes or reveals new information to make players want to keep playing?

I completely understand that many of the members here make different narratives and different types of RPG. Nonetheless, I would appreciate your insight of showing a way to make the ending, the beginning of a new chapter becomes more interesting?

1. Do you end with the chapter with a cliffhanger?
Please define a cliffhanger into the gameplay language, not written language. Thank you.
2. Do start chapters with a sense of urgency?
I see our members start the sci-fi game with an emergency or escape something at the beginning of the game? Do you like it?

Thank you for at least hearing me out and read this wall of text even you wouldn't like to respond for whatever reasons. Thank you.

I hope the picture would be easy to understand.

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Final Fantasy Tactic

Star Wars: Knights of the Old Republic
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Endafy

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With Aveyond they told the story from 4 different perspectives that all sort of tie in together. Now that I am done working with Amanda I plan on making my own game. I have a lot of ideas that I don't see a lot in RPG Maker games all that often. One of them being, clear cut Black screen Prologue, chapter 1 2 3 4 etc that reel you in to give you a sense of each chapter theme. I think having a clear vision and knowing how to communicate that is very important, and all too often you don't get a sense of timing, or a good lead up. RPG Maker games tend to feel too rushed for my tastes. Something that takes time to make will be appreciated.
 

Shikamon

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I had an idea years ago to create a chapter-based RPG like Dragon Quest IV, my story begins at a night camp before the final battle against the main antagonist, All characters told their life experience, The player can choose one story from each of them to play. I was planned to add some small talks between them each chapter end. each story has different starting items and equipment, but yeah leveling feel wasted because all level reset each chapter.
 

Kupotepo

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@Endafy, thank you for sharing your perspective and your experience.
I see two trends which rpg maker game developers specialize over one another. Some specialize on the battle system and play mechanics. Some specialize on the writing and cutscenes. Both aspects are the heart of rpg makers.

@Shikamon, how did that happen? It is a bug or you want intend for that to happen. Thank you for your time here and talking to me.
 
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Dororo

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I'm a novelist - ending chapters is my job.
There are many tendencies around that probably apply to games too - I've seen a couple anyway.

Some example.

A) Question. The chapter end by posing a very big question - probably what you call "cliffhanger", but a bit earlier. For example, the MC defeat a monster and find a strange crystal that look exactly like the one holded by the divinity statue in the capital. Why that? More to come... A cliffhanger is usually solved in the very next moment, a question can be dilated.

B ) Sudden event. Something happen that break the routine. You give the premise of such event and solve it later. For example, something fall from the sky. The MC go inspect and spot a meteor. Cut - next chapter he does explore the meteor (or call someone for help). It's not dramatical (see below), but just a scenery change you can't expect and with many possible consequences.

C) Plain. The MC simply go to sleep, find some time to relax, begin a tranquil period. That's the more drastic cut of a chapter, the next ones will start abruptly with something "exploding".
It's good to introduce dreams, flashbacks and change of perspective chapters too.

D) Natural ending. It's used mostly in theater pieces. The MC had to do something and that something conclude. It look better if someone else think and comment in the transition. For example, the main character go visit a friend to collect an info, after this he does walk away. The friend think and comment on the situation on his own or with another character - practically speaking offering another perspective on the subject to the audience (new anxieties and new hopes foreign to the MC).

E) Sudden tragedy cut. Something that cut the scene totally abruptly like a gunshot, a quake, a messenger irrupting the court. Those events should break the mood like a thunderstruck - the court was singing for the happy marriage and a messenger come in telling troops are next the castle walls. This drastic cut of a chapter is good if you want to inspire a very next to come tragedy and you don't know how to proceed. From that sudden cut you can naturally skip to the next chapter (that's probably stage the tragedy) - the audience filling in the gaps.

F) Fair cut. This is a literary tendency, I dunno how to apply it to games, but in a word, think of an ending without ANY tension at all. If normally Hollywood and american literature try to end a chapter in the higher tension moment, mediterranean literature (some of it anyway) try to end the chapter at the lowest tension peak.

Hollywood: High > mid > low > mid > high <<< cut!
Mediterranean : low > mid > High > mid > low <<< cut!

As an example:
Hlw. : Battle > aftermath > resting > assault > duel
Med. : resting > assault > battle > aftermath > resting

Hope this inspire you some proficient idea.
 

CraneSoft

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I'd say this heavily depends on the plot structure, some games are episodic, other uses chapters to establish major plot turning points.

My plot is told via story arcs, with each chapter having its own antagonist doing its charity and the conflict typically being resolved within the same chapter (with the exception of the final ones), so I usually end the chapter revealing pieces of the overall plot and/or adding in some ominous villain monologue, followed by the next chapter starting with introducing the new conflict.
 

Kupotepo

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@Dororo, thank you for your wisdom will certainly inspire me.
mediterranean literature (some of it anyway) try to end the chapter at the lowest tension peak.
I would like to clarify more on that part. Do you refer to the ancient Iberian peninsula, greek or Roman folklores?

My plot is told via story arcs, with each chapter having its own antagonist doing its charity and the conflict typically being resolved within the same chapter (with the exception of the final ones).
Yeah, I think we are on the same page. Arc, Chapter, Act, and Mini stories in a big.

@CraneSoft, as always thank you for sharing your execution method for making a story more interesting.

I usually end the chapter revealing pieces of the overall plot and/or adding in some ominous villain monologue
I think that is a great idea. I saw some anime did that and it turns out to be hooking the viewer.

@Kes, thank you for sharing your experience. I tried what you said and hope it easy for me. It is like food. I tried it. It is a preference and irrational. It is like the arts depending on the eye of the beholders. I hope to find an easy way to write and set limits for myself. Let just say it is a weird thing.

@Kes, before I say something foolish, do you games intended to be a long game or you prefer to make a short game? I am really interested in your methods because you are successfully making many games. [Very Subjective Questions on my part.]
 
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Kes

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Going to be the complete outsider here.

Why have 'chapters' at all? What purpose do chapters have that can't be achieved by having a single flowing narrative? Films don't have chapters. One act plays (which can still be quite long) don't have an interval.

None of my games have chapters, and the stories and quality of writing are usually highly commended.
 

Dororo

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@Kupotepo: mediterranean == Southern Europe. From Italy downward, on both sides (probably modern french do the same).
It's quite common in modern thrillers. Instead of ending the chapter at a climax (someone is about to shoot you), it does end at the less tense moment (you're back home cooking after the shootings). That way the next chapter is always a crescendo, instead of a decrease, and common events get more meaning.

In a fantasy setting, could be the moment you come back from a quest, meet the commissioner, get the reward, go back home and do your laundry. Stop there. Next chapter begin you're doing the laundry and a new inciting event move the plot onward.
 

Kes

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do you games intended to be a long game or you prefer to make a short game
On average they take me 12 - 15 hours, so if a player did everything, obviously it would take longer. However, as there are always a number of optional things (are you going to hunt for all the secret rooms? are you going to do the side quests? are you going to explore the side maps or just go in the straightest possible line to the exit?) this can vary hugely.
 

Shikamon

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@Kupotepo It was intended, I planned each chapter would have their own challenges like different party sets, available items, etc. then, My old HDD got busted and I lost that project too. :(
 

SoftCloud

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Within my demo I made it so that each chapter or act are story arcs in each of them and they carry over into the next chapter. I find that there should be development, be it character, situation, or context.
As Dororo aptly listed, there are numerous ways to set up the chapters of your game. I would say the best rule to adhere to would be some sort of change has to occur. Be it, characterization (so the player's understanding of someone changes), situation, plot development or whatever.
 

Kupotepo

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Thank you, everyone, here for sharing your thought. I think another person here might interesting in all of your prospective.
 

Nenen

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I've had a couple of good experiences with games that have chapter breaks. Both did it well for their specific games, and it was a nice natural resting point for their story, And gave you excitement for the changes and twists that are sure to follow.

the twoExamples:

'Reconstruction Zero: I Miss The Sunrise' had them, and every chapter was a garantee that you'd learn something new, or something big would be introduced or changed in the story.

'Faraway Story' had a similar thing. You are sure to go to a new location in each chapter, and also have big story events.

They both had nice musical cues, a picture, and initial story moments for each chapter.

Why have 'chapters' at all?
Obviously you don't, it's simply a choice of the storyteller. Some games are better without, while it's perfect for others.
I don't see Bethesda (for example) having 'chapters' ,except in a specific questline, for most of their rpgs. :p
 

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