The whole story

Hey guys.
Before I can begin preparing this game, I'll need a story.
Bio already wrote the first 3 missions and the background story, and blaze added 2-3 more, but it's still not enough. So if anyone would help Bio write the rest of the story, it would be great

Quote:

Mr. BioALIEN - Happy Holidays! says:
ELF - the person who's doing the level design is actally looking for someone to reorganise the storyline anyway
MatMat says:
Hah... well I'm your man.
Mr. BioALIEN - Happy Holidays! says:
maybe put it into a timeline so the levels/missions can be easily interlinked
MatMat says:
Levels?! what are you on about levels?
Mr. BioALIEN - Happy Holidays! says:
its a multi ending storyline.. gameplay changes depending on what you do
Mr. BioALIEN - Happy Holidays! says:
so these levels/missions are considered as events
MatMat says:
But levels?
Mr. BioALIEN - Happy Holidays! says:
these events shape up your game path
MatMat says:
Events and missions are fine, but not levels.
Mr. BioALIEN - Happy Holidays! says:
heheh calm down.. we probably wont create the full game
Mr. BioALIEN - Happy Holidays! says:
only the first mission
Mr. BioALIEN - Happy Holidays! says:
and make it more generic..
Mr. BioALIEN - Happy Holidays! says:
release one level as a standalone game and then work on the rest
MatMat says:
One question, if it an FPS?

MatMat says:
Is it I mean.
Mr. BioALIEN - Happy Holidays! says:
most probably yeah... but the actual vision is an all in one
Mr. BioALIEN - Happy Holidays! says:
but since we're going for simplicity for this first release then it may be an FPS
MatMat says:
All in one?
MatMat says:
Ok
MatMat says:
Well for starters at the beginning of a game you have to throw the player right into the thick of things. The player has to be engaged from the word go. Also, Show the player something that they'll want to do early on in the game, like an enemy they're going to fight or something. It helps create a desire to play.
Mr. BioALIEN - Happy Holidays! says:
yeah.. like concentrate on the story.. and the gameplay changes.. e.g. if you had to take someone out in the game and you missed.. then next level is a car chase to get another chance to meet the objective
MatMat says:
Ok that's not so hard. But eventually, certain things would have to be done to stop certain people. Fort example you were supposed to take someone out but failed and then you had to chase them. I'f you didn't get to kill them the second time round then you'd have to kill them in a cut scene for the sake of ease otherwise things would get far too complex. And the story writer would have to
MatMat says:
create a flexible story.
Mr. BioALIEN - Happy Holidays! says:
exactly
Mr. BioALIEN - Happy Holidays! says:
thats why its events based.. so we need a good timeline or a flow chart to connect the story together
Mr. BioALIEN - Happy Holidays! says:
you dont always have to get the person killed
Mr. BioALIEN - Happy Holidays! says:
if you missed the 2nd time then ... lets say something happens.. this person inflicts some damage to the game and its events
Mr. BioALIEN - Happy Holidays! says:
and the story moves on
Mr. BioALIEN - Happy Holidays! says:
either becomes harder.. (almost impossible)
MatMat says:
Technically you don't have to always get the person killed, but there would have to be an end at some point. Otherwise the game could effectively end on the first mission.
Mr. BioALIEN - Happy Holidays! says:
or becomes entangled.. so the play would need to play more missions to reach where he would have had he/she killed that person from the first go
MatMat says:
Playing more is always good, but you dont want things to get dragged out for too long. That creates disinterest.
Mr. BioALIEN - Happy Holidays! says:
its their fault for not completing the task?
Mr. BioALIEN - Happy Holidays! says:
but at the same time.. it also trains them
Mr. BioALIEN - Happy Holidays! says:
theres no hard/easy/medium etc modes
MatMat says:
Yeah but you cant be too hard with the punishment.
Mr. BioALIEN - Happy Holidays! says:
its not hard.. its just set back.. need to spend more time to get back on level
MatMat says:
Yeah I'm just saying don't make it too drawn out.
Mr. BioALIEN - Happy Holidays! says:
well not you know what's in my hea
Mr. BioALIEN - Happy Holidays! says:
head
MatMat says:
Yeah I do.
Mr. BioALIEN - Happy Holidays! says:
think of it as a recap.. so you can continue ahead.. make changes and keep things smooth
MatMat says:
Lemme give an example of what I mean. The player is going from point A to point B. They have to take out someone half way through this section, and they fail. This person gets away somehow. Now the player has to go to point A-1 to salvage their task. If they fail again they have to go to point A-2 and so on. The number of failures can only be three or so, so at point A-3 if the player does not
MatMat says:
completr their task they loose their target. Now a couple of things can happen here. One is the user gets a game over. Two is the story carries on but changes as the players target go away with vital information or something. That kinda thing ya know
Mr. BioALIEN - Happy Holidays! says:
yeah thats what i meant
Mr. BioALIEN - Happy Holidays! says:
but dont think of it as point A - point B
Mr. BioALIEN - Happy Holidays! says:
think of it as an open enging
Mr. BioALIEN - Happy Holidays! says:
*ending
Mr. BioALIEN - Happy Holidays! says:
A - B
A - C
A - D
Mr. BioALIEN - Happy Holidays! says:
its like a web
Mr. BioALIEN - Happy Holidays! says:
theres no set story
Mr. BioALIEN - Happy Holidays! says:
no specific path
Mr. BioALIEN - Happy Holidays! says:
and if you fail to go A - B
Mr. BioALIEN - Happy Holidays! says:
then you get A 1
MatMat says:
Yeah I know what you mean. Your actions affect the outcome.
Mr. BioALIEN - Happy Holidays! says:
but then you could easily end up with A 2 - C
Mr. BioALIEN - Happy Holidays! says:
when you fail the A - B path... you can do A1 - B.. while on this mission you can still switch to A1 - C or A1 - D
Mr. BioALIEN - Happy Holidays! says:
but the user wont know what these are
MatMat says:
Yeah I've got ya.
Mr. BioALIEN - Happy Holidays! says:
so its exactly what you said.. but dont think of it as a specific story.. even us.. we dont know the actual story
Mr. BioALIEN - Happy Holidays! says:
we just give out a big web with events
Mr. BioALIEN - Happy Holidays! says:
stick the user in the middle
Mr. BioALIEN - Happy Holidays! says:
and let them come out
MatMat says:
Well we have to know every element of possible story, otherwise it wouldn't exist. It's just wether or not whilst playing it we get the same sequence of events that give us the exact same story.
Mr. BioALIEN - Happy Holidays! says:
exactly we need to string these events very very accuratly
Mr. BioALIEN - Happy Holidays! says:
but yeah. if you play the game and make these exact same actions.. then you should end up with the same engine
Mr. BioALIEN - Happy Holidays! says:
ending
Mr. BioALIEN - Happy Holidays! says:
damn im tired
Mr. BioALIEN - Happy Holidays! says:
lol
Mr. BioALIEN - Happy Holidays! says:
events also depend on time of day
MatMat says:
Yeah. It's not actually that hard to plan it ya know. Just think of it this way - If the user never fails a task then they move in a completely straight line. If they fail a task then they move from the straight line and branch off to the side of the line. Eventually, if events go their way then they'll get back on to the straight line. Think of it more like tree branch then a web.
Mr. BioALIEN - Happy Holidays! says:
well tree brach always takes you to one ending
Mr. BioALIEN - Happy Holidays! says:
the point of a web is you start with many tasks.. you choose which ones to go for.. and depending on how you perform.. you practically make your own story
MatMat says:
It doesn't work as well though. Give the user a set story, and see how they determine the outcome of it. Give them a set task. If they complete it then they carry on along the same branch, if they dont then they move onto a different branch. Too much choice is a bad thing. And you dont always finish on the same branch.
Mr. BioALIEN - Happy Holidays! says:
but thats what separates it from other games.. i wanted it to have an element of open ending
Mr. BioALIEN - Happy Holidays! says:
which is an advantage if we turn the game to online multiplayer
MatMat says:
A branch just works better then a web.
Mr. BioALIEN - Happy Holidays! says:
alright i guess branch is more organised and structures
Mr. BioALIEN - Happy Holidays! says:
structured
Mr. BioALIEN - Happy Holidays! says:
easier too
MatMat says:
yeah
MatMat says:
It's just as effective without getting muddled up with going round in circles.
MatMat says:
Just think of it as a straight line with forks in the the road.
MatMat says:
and the forks have forks and those forks have forks and so on.

Had this conversation with Mat - one of the inactive BioGame Team members set for a comeback to work on the storyline. Stay tuned (i guess)!