- Dec 20, 2013
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I think that's actually the business model half the AAA companies follow
Indeed, when one approaches game story writing from a broader perspective, "hero" and "villain" are arbitrary labels. In any story, you have a protagonist and an antagonist. Sometimes that antagonist isn't even a person, but nature or even the protagonist's own inner turmoil. The antagonist being a romantic option for the protagonist might be difficult to pull off in a game, but if done right it could be very compelling.
It worked for Shakespeare anyway.
Back to bad advice:
Developers should totally keep make stories that are clones of others but consider them original due to one or two different twists.
Ex: Instead of collecting all the crystals to save the world, how about collecting all the ancient artifacts (ingenious! A totally original story with more thought put into it then the original work copied from!!! /s).
Characters are unimportant, in the grand scheme of the story, just have them act how they need to act to advance the story.
"Have the screen flash as often as possible in as bright and colorful flashes and animations everywhere, especially in any and every battle."
Reasons for not doing this: *raises hand* I'm epileptic, and I've actually lost count at this point how many games I've had to stop playing due to them thinking it's perfectly okay to act like a strobe-light in their first minute with no warning. (I've probably had to drop more due to it starting to do this later on as well) And even beyond that it's probably annoying for people who aren't seizure-prone as well. (I shouldn't have to mention that this can also make you game laggy and impossible to play)
Write your story and just make the game. After you finish making the maps, adding all the plugins/scripts you want, making the events, just release it; it'll be perfect the way it is.
How is that bad advice ?
I should give context to this, I guess, bc, yes in general, having a villain as a love interest would be an interesting concept and the points raised in the thread are super interesting...but this doesn't apply to MY villain, since I try to make him seem like the most unsympathetic person in the world and hard to relate for a reason (I can't go into details because spoilers). That advice was given to me by a friend, who usually only talks about my designs and not my story and they obviously had the hots for a character who is the most horrible person in the whole game and probably the worst relationship partner you can have, which is why I interpretated that advice as a bad one.
However that doesn't mean I oppose the concept - it jsut doesn't fit the character that this advice related to.
Ah, Draco in Leather Pants. There are a few fixes for this besides just giving in and making the character more sympathetic. Making the character less physically attractive, having them cross the Moral Event Horizon. You'll know you succeeded when your friend complains you've made the villain a Complete Monster.
"graphics and gameplay are more important than the story/character development"