Just saw thatvideo at Gamasutra and thought that you need to see that
http://www.gamasutra.com/view/news/2391 ... ra+News%29
I guess it maybe so useful in storytelling
Improving romance in games with rivalry and respect
- ringonoki-ua
- Newbie
- Posts: 15
- Joined: Thu Mar 19, 2015 11:48 am
- Projects: Rozumnyk/Sofia
- Deviantart: ringonoki
- Skype: ringonoki-ua
- Location: Kyiv, Ukraine
- Contact:
- LeonDaydreamer
- Veteran
- Posts: 335
- Joined: Sun Feb 22, 2015 1:20 am
- Projects: A Near Dawn, Put A Sock In It!, Ghosts Are Good Hosts
- Contact:
Re: Improving romance in games with rivalry and respect
There are some really good ideas in there, thanks for posting! :-)
- OokamiKasumi
- Eileen-Class Veteran
- Posts: 1779
- Joined: Thu Oct 14, 2010 3:53 am
- Completed: 14 games released -- and Counting.
- Organization: DarkErotica Games
- Deviantart: OokamiKasumi
- Location: NC, USA
- Contact:
Re: Improving romance in games with rivalry and respect
I really like his model for building a comedic romantic relationship.
-- It's very different from the typical (boring) stat-building style; by simply saying what the character wants to hear, or outright bribery with dates and gifts.
However, it would be quite challenging to create this, mainly because you'd need a damned clever writer to pull it off. However, the biggest, and most obvious, problem would be how to incorporate a choice of Romantic Interests without ending up with a 100,000 word epic. I suspect that we'd have to follow the speaker's suggestion and use one main script, but let the player choose a character from a 'gallery' at the start then insert 'cosmetic' dialogue differences in the master script.
Or some such... With added dialogue options specific to that character alone.
The only other drawback to such a game is that no matter what you did, the core story itself would not change -- merely the sort of relationship you ended up with. Even so, it would still be one hell of a Romance game!
-- It's very different from the typical (boring) stat-building style; by simply saying what the character wants to hear, or outright bribery with dates and gifts.
However, it would be quite challenging to create this, mainly because you'd need a damned clever writer to pull it off. However, the biggest, and most obvious, problem would be how to incorporate a choice of Romantic Interests without ending up with a 100,000 word epic. I suspect that we'd have to follow the speaker's suggestion and use one main script, but let the player choose a character from a 'gallery' at the start then insert 'cosmetic' dialogue differences in the master script.
Code: Select all
if Char_B:
$ Char = Tom
$ gender = male
$ name = Tom
$ pronoun_a = his
$ pronoun_b = him
$ pronoun_c = he
image lover smile = "Tom_smile.png"
image lover frown = "Tom_frown.png"
image lover wince = "Tom_wince.png"
The only other drawback to such a game is that no matter what you did, the core story itself would not change -- merely the sort of relationship you ended up with. Even so, it would still be one hell of a Romance game!
Ookami Kasumi ~ Purveyor of fine Smut.
Most recent Games Completed:
"No amount of great animation will save a bad story." -- John Lasseter of Pixar
Most recent Games Completed:
- The Walk[Psychological][NanoWinter] ~ PG New!
- Trap! [ModernFantasy][VN] ~ PG16
- The Adventures of Prince Ivan [Fant/Adv/VN] ~ PG
"No amount of great animation will save a bad story." -- John Lasseter of Pixar
Re: Improving romance in games with rivalry and respect
I wouldn't take any game development advice from the people who told us that gamers are over and don't have to be your audience.
Who is online
Users browsing this forum: No registered users