ADRIFT Network
« Where to begin- story & interaction »

Welcome Guest. Please Login or Register.
Dec 15, 2009, 7:49pm




ADRIFT Network :: General :: IF Gaming :: Where to begin- story & interaction
   [Search This Thread][Send Topic To Friend] [Print]
 AuthorTopic: Where to begin- story & interaction (Read 381 times)
Mystery
Administrator
*****
member is offline

[avatar]

[msn]
[homepage]

Joined: Jul 2003
Gender: Female
Posts: 135
Location: Arizona, USA
 Where to begin- story & interaction
« Thread Started on Jan 28, 2004, 12:13pm »

My question is related to when should the adventure really begin.

The introduction sets the scene, giving the player a little information about himself and his purpose. After that, I am questioning when should the actual interactivity begin.

When the game starts, should the player be forced into a situation he has no control over right from the start, or should I allow a little time for the player to interact with NPC's before uncontrollable event takes place?

I know this is really vague, but don't want to give away too much...although I really would love to discuss with others about specific things I could do with this particualr game. On the board just isn't the right place.
Link to Post - Back to Top  IP: Logged

*Mystery*

mysterydrifter@netzero.com

http://home.gcn.cx/mystery/
kf
New Drifter
*
member is offline

[avatar]


[homepage]

Joined: Jul 2003
Gender: Male
Posts: 48
Location: Camberley, Surrey, England
 Re: Where to begin- story & interaction
« Reply #1 on Jan 29, 2004, 3:08pm »

In your scenario, as I know what it is, I think a period of maybe 10-15 turns of interaction before things get going might really get things moving.
Link to Post - Back to Top  IP: Logged

KF

Newsletter editor: http://www.insideadrift.org.uk
Website: http://www.kfadrift.org.uk
Eric
New Drifter
*
member is offline

[avatar]


[homepage]

Joined: Jul 2003
Gender: Male
Posts: 10
 Re: Where to begin- story & interaction
« Reply #2 on Jan 29, 2004, 3:35pm »

I'm not sure I know what you mean but I might have some experience with this sort of problem. Once I did an introcomp game and I decided to just do an intro, but rather than a lot of static text I'd put the protagonist in a situation where he could look around, do some limited things, experience a few timed events and get the background that way. Although different paths could be taken, whatever the player did the game would start, for real, in a given number of turns. I had no inkling of pacing or how many turns so I used 25. My impression is that everybody who mentioned it thought that was way too long. So KF's suggestion of 10-15 is the way I'd go were I to do it over.
Link to Post - Back to Top  IP: Logged

Eric
Mystery
Administrator
*****
member is offline

[avatar]

[msn]
[homepage]

Joined: Jul 2003
Gender: Female
Posts: 135
Location: Arizona, USA
 Re: Where to begin- story & interaction
« Reply #3 on Jan 29, 2004, 5:35pm »

Makes me wonder if that 'turns' problem is going to be a problem.
Link to Post - Back to Top  IP: Logged

*Mystery*

mysterydrifter@netzero.com

http://home.gcn.cx/mystery/
Scarecrow
New Drifter
*
member is offline





Joined: Sept 2004
Posts: 1
 Re: Where to begin- story & interaction
« Reply #4 on Sept 1, 2004, 4:39am »

If I read this post correctly, then my approach was to start the game in a house. The player is able to explore the house etc but is not able to leave the house unless certain conditions have been met (such as wearing clothes!).

That way the player was able to get into the game and explore something before the real game started.

Link to Post - Back to Top  IP: Logged
   [Search This Thread][Send Topic To Friend] [Print]

Click Here To Make This Board Ad-Free


This Board Hosted For FREE By ProBoards
Get Your Own Free Message Boards & Free Forums!