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XMark Guitar playin' black mage
Joined: 30 May 2002 Posts: 870 Location: New Westminster, BC, Canada
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Posted: Wed Oct 27, 2004 5:44 pm Post subject: |
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Haven't played it yet? :)
One of the main characters (Kalrin) is an insurgent, but Bokk, the main character, is one of the top officers in the Pruthian army, who also serves as King Alnor's personal bodyguard. He's actually fighting against the insurgents in the beginning, thwarting their assassination attempt against the king. The king, however, is shown as a more level-headed leader who regards war as a last resort when everything else fails.
It's when the king is accidentally blown up by one of the weapons of the ancients (a grenade, he didn't know what it was so he pulled the pin) that his son Damien takes power and decides to crush the rebellion in Zydnia by launching an attack using the weapons of the ancients that he has discovered, though he ends up killing mostly innocent civilians. That's when Bokk switches sides and starts to fight against the Pruthian empire, though not necessarily alongside the insurgents. The rest of the game, the main characters are dedicated to taking Damien out of power, especially when they learn that he has discovered nuclear weapons.
I should also mention that the Zydnian thing is only a small part of a bigger conflict between the Pruthian empire and the Vaknuan empire on the other continent.
I suppose the whole analogy could get turned on its head by the fact that it's Damien himself who has the weapons of mass destruction. The "terrorist" analogy could really go both ways, left up to the player to decide. _________________ Mark Hall
Abstract Productions
I PLAYS THE MUSIC THAT MAKES THE PEOPLES FALL DOWN!
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Mandrake elementry school minded asshole
Joined: 28 May 2002 Posts: 1341 Location: GNARR!
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Posted: Wed Oct 27, 2004 5:46 pm Post subject: |
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In coming from a phliosophical angle, I was trying to stimulate some debate about what are the storyline goals, how should we go about conveying a deeper message to the player than "save the princess".
Which brings up a good point: we are not only faced with the task of changing how we write storylines and guide the player, but making the player think about RPGs differently. When I sit down to play an RPG, I do not expect to be asked to solve moral dilemmas or struggle with my morays or understand subplots of a storyline. I expect to save the princess.
To change that mindset is a daunting task indeed.
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But when was the last time it was that simple? Most *modern* RPG's (ie: post NES) at least dabble a little into philospphical natures, and at the most try and stray from save the princess plots. For example: FF3(6j) is full of philosphical underpinnings, including that nature of identity (self), the nature of memory, the necassity of war and the moral *grey area* for evil.
Hell, in FF2(4j) you start out as the Dark Knight Cecil who murders innocent people for his king. These are the best two examples of how to not preach philosphical concepts but how to create philosophical underpinnings. Then there are Grandia, Grandia 2 and Lunar, that, even though post philosophical ideas it spoon-feeds them to you and coats them in pop-psychology and sugar. These games are examples on how *not* to broach philosophical underpinnings in a game.
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I apologise for not playing ARC Legacy yet, so shot me down if I'm wrong, but whom does the player play? An insurgent?
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Well, later on they do. But at first they play the right-hand gaurdian to the throne, who gets betrayed by the king's son. It's brilliant- and I never noticed the Iraq theme. It seems to portray something more- well, epic than that. It's more of a class struggle, and the characters are right out of Shakespear. I feel that Bokk is very much like Hamlet, estranged from his kingdom against his will. Damien is a spoiled pounce- brilliantly portrayed. even though you feel a little sorry for him when Bokk steals his thunder, he is such an easy character to hate that you forget it.
Bravo, Xmark. As I said, the new Arc demo is brilliant. The characters are very well drawn. _________________ "Well, last time I flicked on a lighter, I'm pretty sure I didn't create a black hole."-
Xmark
http://pauljessup.com
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biggerUniverse Mage
Joined: 18 Nov 2003 Posts: 326 Location: A small, b/g planet in the unfashionable arm of the galaxy
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Posted: Wed Oct 27, 2004 6:18 pm Post subject: |
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Mandrake wrote: | It's brilliant- and I never noticed the Iraq theme. |
The downfall of a well written, clearly plotted story is that some people will always draw parallels, even if the writer did not intend them. _________________ We are on the outer reaches of someone else's universe.
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XMark Guitar playin' black mage
Joined: 30 May 2002 Posts: 870 Location: New Westminster, BC, Canada
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Posted: Wed Oct 27, 2004 6:21 pm Post subject: |
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JRR Tolkien had major problems with that. He didn't intend his story to be symbolic of anything, but people immediately started drawing parallels with World War 1 and 2 from the Lord of the Rings. Even now, there's people like this :) _________________ Mark Hall
Abstract Productions
I PLAYS THE MUSIC THAT MAKES THE PEOPLES FALL DOWN!
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Mandrake elementry school minded asshole
Joined: 28 May 2002 Posts: 1341 Location: GNARR!
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Posted: Wed Oct 27, 2004 7:12 pm Post subject: |
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Actually I don't think that's the downfall of a good writer. I think it's the best sign that someone is a good writer- that their writing exists beyond the limitations of the author's intent. In fact, one could say it's the nature of tackling challenging themes- that you end up making it outside of your own scope on the level of implementations.
Anyway, I think that in order to tackle a philosophical idea in an RPG you need to do several things, several important steps. This can also enhance the writing of the work even if the player doesn't notice the actual "larger scope" of the game. It will feel fuller and more actual.
1. Establish from the outset one major philosophical point you wish to make. Limit yourself to only one. Most philosophical ideas are terribly abstract, and therefore contain within them lots and lots of subtle nuances. Using more than one can get confusing. Example of Philosophical points: Existence before personality (whether we are born with a personality or we create one). The nature of time (does time control us? do we control time? how does time shape our lives)? The nature of death (and of course with it, the nature of the afterlife). Nature of love, nature of hate, nature of ignorance....you get the idea.
2. Research your ass off. Read all you can on it, even if you don't "get" most of it. If you don't intellectually represent all sides to a philosophical statement then you will just end up preaching to the audience. Look into every angle. Then, pick the exact point you want to make. Sum up this point in one statement. For example: I want to show that death is the end of everything.
3. Did you remember to research? Good, it should pay off in the next step. Design a game plot that would revolve around this basic idea and give you chances to show all sides but to "prove" your point. Don't over do it- subtlety is the key here. The more subtle you are, the less the player will feel like he has just been forced somebody else's ideals.
4. Create a theme (or mood rather) that will be throughout the whole game that compliments your philosophical point. Desperation would work well with the nature of death being final. Betrayal would work well for the nature of existence is to survive and kill.
5. Look over your plot and find ways to enhance it by adding subtle touches of the theme and the mood to the game. Apply these to all levels of the gameplay- the way character's speak, the way the music sounds, sound effects and art. The theme and the mood need to be felt at all points. You can also add in small symbolic touches. Not too much- but enough. Look towards mythology and Joseph Campbell's interpretations for common thematic symbols. White horse common symbolized death, snakes symbolized knowledge
6.To enhance the theme and the philosophical point by going through and adding sub-concepts. Related concepts. For example, the nature of memory is also related to the nature of self. These are sub-concepts, and should exist as sparse garnishing around the major concept. They should be used to fill out the gaps and add more substance.
7. Pruning. Make sure there is a game in there somewhere, that the character feels like he is interacting with. Let him explore places, and do things for himself. Make sure there is enough plot/philosophy to keep things moving, but not enough to stifle the game aspect.
Anyone agree, disagree care to elaborate? _________________ "Well, last time I flicked on a lighter, I'm pretty sure I didn't create a black hole."-
Xmark
http://pauljessup.com
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Rainer Deyke Demon Hunter
Joined: 05 Jun 2002 Posts: 672
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Posted: Wed Oct 27, 2004 8:42 pm Post subject: |
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Mandrake, you talk about adding philosophy to the plot, but you don't mention where the plot comes from in the first place - does this mean you want to add a philosophical point to a plot that is already finished? If so, then that's different from how I would do things. I would either start from a philosophical point and create the plot from there, or start from a plot and let the philosophical apsects come naturally.
I'm not saying that the technique is wrong, but it is different from how I do things. I don't want to make a specific philosophical point - that would be preaching - but I want to introduce ideas to the player's mind and let them draw their own conclusions. The best way to do this, IMO, is to force the player into a moral dilemma and let them make their own decision.
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white_door Icemonkey
Joined: 30 May 2002 Posts: 243 Location: New Zealand
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Posted: Wed Oct 27, 2004 9:29 pm Post subject: |
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For many of us, the indie game scene is based on a gift/reputation economy. (like the open source community) Basically we give our games out as a gift hoping in return to gain a large or impressive reputation as a game developer. So in many ways we want to make something that other people will not just enjoy but be impressed with.
It’s clear that people aren’t going to be blown away by our visuals or sounds... So this is where we have to stretch the envelope if we want to create something that is going to be beautiful or significant. Using some random piece of philosophy to underpin our theme is one great way of doing this. Making a game that is extremely unique and blows away some existing RPG convention could be another.
However the more ‘artsy’ it gets, the fewer numbers of people that will be able to get it. The only important question in this case is, would those people have enjoyed it anyway? You aren’t losing any reputation to lose the same audience for a different reason. And if that makes the audience you have like your game more... it could be advantageous.
Actually that would be an interesting question... what aspects of a story are interesting to people?
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Mandrake elementry school minded asshole
Joined: 28 May 2002 Posts: 1341 Location: GNARR!
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Posted: Thu Oct 28, 2004 2:54 am Post subject: |
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Mandrake, you talk about adding philosophy to the plot, but you don't mention where the plot comes from in the first place - does this mean you want to add a philosophical point to a plot that is already finished? If so, then that's different from how I would do things. I would either start from a philosophical point and create the plot from there, or start from a plot and let the philosophical apsects come naturally.
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Actually, I mean start with a philosophical point and make a plot. if you notice, step 1 is the deciding the point, step 3 is design a plot that revolves around the plot point.
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I'm not saying that the technique is wrong, but it is different from how I do things. I don't want to make a specific philosophical point - that would be preaching
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I'd have to disagree- it's only preaching if you preach. The key here (as I said above) is subtlety. In other words- show, don't tell. Don't have the characters tell the point- show the point. Want to say war is bad? Show the horrors of war. It gets the point across without preaching.
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It’s clear that people aren’t going to be blown away by our visuals or sounds... So this is where we have to stretch the envelope if we want to create something that is going to be beautiful or significant. Using some random piece of philosophy to underpin our theme is one great way of doing this. Making a game that is extremely unique and blows away some existing RPG convention could be another.
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Or telling a good story. Although I don't think the peice of philosophy should be random, actually, but instead carefully chosen and woven into the gameplay.
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However the more ‘artsy’ it gets, the fewer numbers of people that will be able to get it. The only important question in this case is, would those people have enjoyed it anyway? You aren’t losing any reputation to lose the same audience for a different reason. And if that makes the audience you have like your game more... it could be advantageous.
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good point- but how far do you go before losing that audiance? What's the line we draw between artistic game and unplayable crap?
Also- how do you guys construct your games/stories? Might be able to give some insight to those here that aren't as good at the storytelling aspect.
ps-
this conversation reminds me of the old rpgdx. _________________ "Well, last time I flicked on a lighter, I'm pretty sure I didn't create a black hole."-
Xmark
http://pauljessup.com
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Rainer Deyke Demon Hunter
Joined: 05 Jun 2002 Posts: 672
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Posted: Thu Oct 28, 2004 6:44 am Post subject: |
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Mandrake wrote: | I'd have to disagree- it's only preaching if you preach. The key here (as I said above) is subtlety. In other words- show, don't tell. Don't have the characters tell the point- show the point. Want to say war is bad? Show the horrors of war. It gets the point across without preaching. |
Thinking on the matter some more, I think I agree with you to some extent. There is a difference between communicating your own point of view and preaching. If I was to try to create a balanced game on some subject (e.g. "war"), then it would inevitably show opinion on the subject (e.g. "war is, on the whole, very unpleasant, although more so in some cases than in others, and sometimes less so than the alternative"). This is not preaching - it's honestly telling people what I think, while letting them decide if they agree with me or not.
However, the philosophical questions that I find most interesting are those for which I don't have an answer. "War is bad" is a given - it challenges nobody. A better question might be "When is murder justified?". For any simple answer I can give you, I can think of a counterexample where my real opinion differs from my answer. In other cases, I don't know what my real opinion is. It's a hard question, which makes it all the more worthwhile to ask. If I write a game based on that question, it would show much less of a bias than the game about war, because my own feeling are ambiguous.
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Also- how do you guys construct your games/stories? Might be able to give some insight to those here that aren't as good at the storytelling aspect. |
I suspect that I'm actually quite bad at storytelling. I'm usually more or less happy with the end result (although I am not in a position to objectively judge it), but the amount of time I spend getting there is insane. I've spent literally weeks trying to figure out where to go with a plot.
To answer the question directly: I get a core idea from inspiration (about once a year), then I turn it into a full story by brute force.
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Mandrake elementry school minded asshole
Joined: 28 May 2002 Posts: 1341 Location: GNARR!
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Posted: Thu Oct 28, 2004 12:11 pm Post subject: |
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However, the philosophical questions that I find most interesting are those for which I don't have an answer. "War is bad" is a given - it challenges nobody. A better question might be "When is murder justified?". For any simple answer I can give you, I can think of a counterexample where my real opinion differs from my answer. In other cases, I don't know what my real opinion is. It's a hard question, which makes it all the more worthwhile to ask. If I write a game based on that question, it would show much less of a bias than the game about war, because my own feeling are ambiguous.
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Well, that was an example based on what Xmark said the Arc games are about at their core. I gave some better examples above when I gave the step by step (i.e.: what is the nature of memory?), but either way I think adding a philosophical point to a piece can really punch it up a bit.
Here is how design a story: I get inspired (this just happens, heh). It's usually an image or a basic character. Nothing concrete, just something small. For the Changeling it was a boat moving downstream with a corpse in it, flowers all over it. Not an image used in the game (yet), but it was the starting point. After that I let it stew and evolve. I try and extract characters, mood, and theme out of the image of inspiration as well as a philosophical concept. Once these are settled I try and build a plot from there. After that the basic plot stays the same, but I usually go through and make tons of sub-plot changes and revisions, sometimes even while working on writing it.
With the Changeling I had determined mood and theme (innocence lost/love lost) at the same time I came up with the philosophical question I wanted to explore ('Should Destiny (as an idea and as a supernatural force) have the right to exist?', i.e.: as human beings who value our freedom, should we let some external mystical force control our nature and our movements? Or should we claim our actions as our own and accept responsibility of those actions? I'm not going to tell you the answer that I came up with myself- since the Changeling is actually more about exploring this idea than answering it), so combining those together to create a cohesive plot was actually quite simple. Of course the sub-plots have all shifted and moved about, but overall the whole of the game remains the same.
The one thing I can definitely say is that Xmark's music fits the theme and mood of the game perfectly. So overall, I think it will end up being a very cohesive whole. _________________ "Well, last time I flicked on a lighter, I'm pretty sure I didn't create a black hole."-
Xmark
http://pauljessup.com
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