So many replies! I love opinions! :D <3<3<3<3 (Err... Ahem. Sorry about that.)
Victoria Jennings wrote:
Of course, moderation is key, as it always is. Don't spend too much time on stuff that will never show up in the game.
HumbertTheHorse wrote:I think this is a downside to over planning.
It is like you have no choice. I can instruct myself to put it away, to try to make a new story instead, something smaller? But my mind just keeps grating on this plot, constantly developing parts of the story, building it up, tearing it down, keeping something each time, trying a different version, getting a new idea, and so on...
Even if I would be able to think of a new plot, I'd make it too long, too complicated. I think too much. I show many symptoms of thinking too much. Thus, I often live with the downsides of over-thinking. XD'
Victoria Jennings wrote:
And as to deciding what will and will not appear... well, what are you trying to say with this game? Why are you making it? 0:
I started brewing on it because I wanted to tell a story. I love stories. I love people's minds, and how they're different. I find it interesting to see both the minds of creators and their characters reflected in the game and how they interact with each other. I think I would enjoy to see what people think about my stories/games too. But even making something to express myself with is a goal on it's own.
But, you mean the theme of the story. Goddamn good question. I have to think. There might be too many themes. Maybe that's why? Then again, all the themes branches out from the original theme; Which revolves around dealing with the fear of death. As in disappearing from the world, completely. I'm talking about that fear you experience as a child, when you learn that one day you're going to die. Of course, most people have dealt with it today, but that fear is scary. Wait, another theme which is perhaps more recurrent and relevant, over different character's plots too, is their different reasons/motives to live, move on or do what they do. And again after that, there are smaller themes within how each character deals with their life.
This explains at least some of my problem, doesn't it? I have a super-broad theme + sprinkles of many other ones. I bet if I actually made the game/told the story, the theme wouldn't really be exactly what I just wrote. XD It still remains what exactly I should do with it though.
HumbertTheHorse wrote:
I don't think one can plan out a good story or that outlines and such are at all beneficial to the reader. You are either a good enough writer or not a good enough writer. If the latter, reading not planning should be prescribed, and if the former, well ... good writers can suspend disbelief.
I suspect the former. English is not my mother-language, but I've had it at school and like the language a lot. I sometimes get A's or B's on essay days I manage to write things. I know many words and could perhaps potentially write something nice, but...
Like with art, I stop myself when I feel something is not "good enough". It is not about how others view my art, or my skills. It happens when something is not right according to my over-critiquing brain. It is about the potential of that work. Which is not being realized at all, or given half enough of the justice it deserves. According to me. This in addition to my bad organization and concentration abilities, makes me end up finishing nothing. I can draw some sketches, hum/sing some melodies, know a few words, but I complete nothing. (I think. It feels that way. XD)
I have to work with reducing this self-criticizing to a point where I can actually produce material and get better by practice.
I don't want to be a "Jack of all talents". It feels so useless. >__<''
MysteriousArtistX wrote:
Well from what I can understand you intend for your game to just be a VN, since you said it's not an rpg/sim etc.
I meant to say that my problem didn't necessarily lay in the sheer amount of art/backgrounds/programming as a result of a complex game as a whole. Projects like that take a LOT of effort in because of the amount of content. In cases like that, people would suggest reducing the amount of locations, advice with how to make the desired battle system etc.. Games which are not "just a vn" can be very complicated in more than just plot. XD I've seen sereval threads give rough advice on this here and there. They are HARD to complete.
But then again, the results are stunning. o:
MysteriousArtistX wrote:
1) How long do you intend this game to be?
If the game is meant to be long then it makes it easier to adjust and fix your plot accordingly.
I think it seems I will end up doing things more like the opposite: If the plot is meant to be long, then I will probably adjust and fix the game length accordingly.
Like mentioned earlier, I doubt this will be my first project. I should finish some other things first, I think. XD'
(Then again, you never know.)
MysteriousArtistX wrote:
...The antagonist has a deep back story which is pretty important but, in the whole of the story fairly expendable. You should keep note of these details so if you do have to cut, though you probably wont, you'll have an idea of what is can contribute more and vice-versa.
Funny thing, when I think about who is the antagonist for the main character, it can wildly depend on which viewpoint he adapts. No one in the story is truly evil, they all have different views, opinions and motives, and act from this. If I had to pin it down to one, chances are, the player would never have guessed it at the start of the story. Another reason why I think this is so goddamn complicated.
I mean, all the drama/mental action is so complicated. I have barely scratched (and much less mentioned) the surface of how exactly should I build the world. I'm not sure if I should stage it in the real world, in an existing country; or in the real world, in a fictional country; or perhaps a fictional world quite similar to ours. I'll have to do research anyway, so I can just research at my own speed and consider what to do. Should probably go look for/make a post asking about it somewhere.
TrickWithAKnife wrote:
If you have a huge amount of content you want to add but feel like it may be too much for the player/reader, then why not have some content as separate branches of the game, depending on choices they make - presuming it's a KN.
At least that way you'd have great replayability.
I've been purposefully vague at how I would tell this story. As a vn seems like a good idea because:
1. I love stories, but I like them best when they are told with more than just text. (Simple example: Pick two: Art, Music, Text) In VN's you have the possibility to pick all three.
2. One can convey information in a lot of weird ways.
3. I've heard of both this forum and ren'py, which helps make this medium easier to learn.
4. I like vn's. :)
I'm impressed at how many replies I got so quickly! There's a lot of good advice too. Thank you everyone! :'D
It also seems I'm not the only one having this issue. Many of you suggest things like spreading information into different branches, or even different games. Which is probably one of the better solutions.
As things seem now, I would have to focus on what is strictly necessary to the main plot, how and which order to place the reveals in order to balance things the best, and from there on determine how to cram the remaining information into the game, somewhere.
It could drop a lot of hints/foreshadowing in the endings of shorter branches, (perhaps a few, or only one longer branch, if I must,) alternative endings and on second replays or something. There are many places to hide information, I must just determine where and how I should do it...
I'll have to give it some more thought, play with these ideas a little. XD
Whoa what a long post .__.