The Beginning

For many years now I have been slowly forming a game in my mind. As with most of my ideas, it is daunting and epic. I started writing up the design document in 2001, and apart from some tweaking and polishing haven’t gone much further with it. Part of the problem is that while I have the groundwork, overall structure (including a huge cosmological arc), and beginning, the details inbetween are still only vaguely suggesting themselves to me. So I’ve decided to start posting the beginnings of the story here. If I have to follow up, it may force me to find the next pieces more quickly. It’s quite possible it may only ever be a story, which is fine too. In some ways it would be preferrable - creating a world with words is much easier than building and coding it. Plus I think publishing a novel serially via a website is a neat way of writing. Still, it’s a game I’ve always wanted to make.


Prelude

Something was wrong. Paused at a crest in the road, sensing the life in and around him, Brej knew it surely. A cool evening wind was blowing from the west, ruffling the dark canopy of trees below him, and smelling of a far away ocean. He closed his eyes and held the understanding between breaths. The land beneath his feet, the vast and open sky above him, the private world within him - all spoke in unison of trouble.

The feeling was not new. He had struggled with it much of his life, without understanding. Like a subtle ache it had troubled his boisterous childhood with unreasonable shadow. During adolescence it had intensified, and he’d sought the counsel of a wise one. Many long evenings were spent staring into the fire trying to explain his anxiety. The elder had called it “bwer-na”, referring to the small sacks of grain tied around the ankles of lame children to strengthen weak limbs. There had been a smile of knowing and compassion on his face when he’d spoken it and a hand of comfort on his shoulder. It was both a loving and pointed metaphor. Yet it had only intensified the frustration, because by it he knew the elder didn’t quite understand. There had been tears too, shared quietly and without judgement, but no resolution.

Exhaling, he opened his eyes. The sun was sliding below the horizon, drawing an acute detail of silver latticing across the underside of high, wind blown clouds. Ahead of him the road ran down until it passed from view behind a turn of trees in the dim distance. Still broadened by epiphany, he felt the hum of strength in his body and the clarity of his own thought.

Years of doubt coalesced into certainty. It wasn’t just him. Something was horribly out of place. Even as he understood, he knew he was touching the edge of a great mystery. It was beyond him and had pressed against him; he could not have known it otherwise.

Then illusively, just as it had come, the feeling faded into the chill dusk leaving his senses sharp and clear. Another part of him, a much deeper part he could not name, stirred at the passing and was still again.

He shivered. A purr of crickets covered the new evening as he pulled the hood of his coat over his head, shrugged his pack between his shoulders, and with soft strides passed purposefully into the gathering night.

posted by monty · at 6:21 pm · filed under Uncategorized

4 Comments (RSS)

Hmm. It sounds like the user needs to take on a lot of the characters emotions and traits at the start of this blurb.

I’ve been reading through “Creating Emotion in game”s by David Freeman. It has some interesting things to consider. At the same time not all design solutions are found inside a book. But it has inspired me in a gothic romantic adventure game design that I’ve been working on. Simply because I did not take into account that the gamer has to be able to take on the roll for the emotion and genre to work properly. And the design must allow you to have Empathy with the character, once you’ve done that you open a shitload of doors for the gamer to play and FEEL the game. Err I dunno. Freeman has a website.

http://www.freemangames.com/idea/
http://www2.beyondstructure.com/start.php

The book also really shows how different creating emotion in a game and a movie are. You need to do it in a more complex way. Freeman has worked in both industries (not that his movies are well known, http://us.imdb.com/name/nm0293351/ ).

I wasn’t going to say anything because I didn’t want to rain on your parade, but David Freeman’s “system” seems to me the biggest load of tripe ever masqueraded as academia. I thought it was a joke site when I first discovered it a year or so ago, and was flabbergasted to see him invited to the GDC one year to talk!

Truly, it’s complete pap. Don’t take any of it seriously.

I found Freeman spoke to me. Until the 120th page, when he sounded too much like a Screenwriting teacher. I agree with a lot of his points. But as with most anything in a game design, development guide, level book, or gamasutra article. The things that you usually take away are not the entire thoughts of that author. You take some mild form of inspiration from a few things they say that you can relate to your gaming experience.

I’m not going to say it is tripe, because that would be to deny the way he has managed to explore somethings that adds to an addictive game. Some game genres are now needing to rely on hooking the gamer by ensuring the emotional count in games is as high as the poly count (oh crap analogy). The book doesn’t claim to be a complete designers guide. Simply something to think about when creating characters. The book deals very little with how a game is made.

But to add a negative to that, his examples are usually confusing, and his attempts to show off his own creativity. Which is quite lax. The games he has worked on can show you that. Many of the titles he has consulted on, I really wish he had read his book first. Cause so many boring scenarios lead me to write this paragraph.*

I re-read the start of my original reply. I hope you did not take that the wrong way. I meant to say, if this was introducing me to a game, I’d play it. But I wouldn’t be playing as me, not straight away. I can’t relate. I’ve been playing through “Beyond Good and Evil”, a game I bought cheap off Ebay, cause I remember a good review on it. And I wanted to compare it’s photography gameplay with Project Zero 2. Wow, totally different games. At first in “Beyond Good and Evil” I was reserved about having any feeling for the character, I just wanted to see the next thing, I hated any cut scene that stopped me from doing my stuff, and now I’m into the puzzle solving I’m loving it. But the first hour was hard. As with Project Zero 2, or The Room. The moment you’re not being the character it kind of drags. I’ll get a movie if I want to see that.

I like the games where you immediately get to choose, what you look like, how you move, your motive, your aspirations. Oh.. I’m describing The Sims 2 again.

*He uses many footnotes, in order to show off even more.**
**The book also plays on common sense, and does not offer any insight on how to write. Get a Syd Field book for screenwriting, or do a course for that.***
***You’ll never find all the answers in one book, that’s why most of the essays you do in High School, the teacher asks for a Biblio with at least 8 different sources.****
****Even then. It’s only your opinion and interpretation, inspired, maybe, by those texts.

…[Brej] felt a great disturbance in the Force, as if millions of voices suddenly cried out in terror and were suddenly silenced.

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