Well... I'm probably just being emo here but I'd like to see if people have an idea ^^;
http://www.gamasutra.com/view/feature/2 ... n_the_.php
You don't have to read the above, I'll summarize it here, so it's mostly for reference.
This article is about general game designing, so it might not be totally relevant for a regular VN, but I'm going for something a bit different... and I think it could also be somewhat applyable to story creation. So... the article summarizes design in these steps :
- Concept
- Context
- Core : features & content
- Mechanics
- Verbs
Concept is usually what I've always started with. Stating in a quick sentence what the game/story is about : "You're the manager of a magical-potion-making shop and you give orders to your employees to gather ingredients and brew said potions to sell to your customers". Of course, it's usually easy to come up with cool sounding concepts...
Context, according to the article (and my interpretation), is the setting, the characters involved, etc... All the "wrapping". Basically, if not for the "potion making" which is usually in a fantasy setting, MagBou could have taken place in the future and potions replaced with biochemicals. Or in the modern days, in a pharmacology setting. Basically, context gives the flavor and it can be very important. I know I wouldn't be thrilled by MagBou in the future, but MagBou fantasy sounds fun. On that part, again, I usually don't have a problem.
Features & content. Features would be a bullet list of what the game is about in details... but not too much detail
Content would be about items, characters, locations... "Forest, Plains, Lake, Framboise, Pom, Fennel, Berries".
Mechanics and Verbs is the part I had trouble visualizing properly. But I think in MagBou, to keep that example, it would describe the "gather, brew, sell, pay employees" loop and maybe how morale and quests work.
So, where do I need help? Well uh... the more I think about it, the less I'm confident about this XD... Basically, it's mostly about the "content" part. The heart, the meat of it all, basically :/... The *story* part of it all >.>... Whenever I leave the "mechanical" part of design, the ground starts getting muddy and I have trouble moving forward. I have broad ideas of character types and roles, some "examples" of what could happen in the story... and usually, that's it.
I think I would have no trouble putting together a game presentation where everything is theoric, illustrated by a few cool examples, but making the whole thing? Urg :/...
If it was not obvious by now, MagBou 2 is on hold. Everything seemed fine... the *concept* worked in my head... but once I got to the point where I had to fill the jug with stuff, well... nothing. After a few days of nothing, I happened to go back to some old games, hoping inspiration would come back. It did, recently. I came up with another concept, context, features, mechanics...... and once again, blank. No real idea for content past that.
It's getting really frustrating as I obviously love to create, but can (almost) never come up with anything *complete*.
I'm thinking maybe I should just stop trying and just provide what I can provide : concepts. Are there people out there interested in this? People who are good at creating content but never have the jug to pour that content into? I dunno... *tired*





