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#1 subwayheaven

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Posted 21 April 2012 - 03:48 PM

Hello everyone!

For our placement year at university, were going to be making a game! (Yay!)

We've got a lot of things already sorted out, but we have an internal dispute about which story is better out of the two options we have narrowed down.

Hence we are going to leave it up to you guys to vote for which one you prefer!

The game will be a 2D Turn based tactical RPG.

Remember it is the background that's important, not the spelling/grammar or the way it's presented

After you have decided which of the two you prefer, please vote at the folling link:

Story Poll

Feel free to leave comments about what you think!

Here are the two stories:

Story 1

(All names are placeholder)

Hominem, the barren desert planet called home by the human race barely able to support her populace. People lack the barest essentials, thirst, hunger and what would be easily treatable sicknesses. It’s not an uncommon sight to see a man dead, killed for the drops in his water skin. In this world only the strong and cunning survive. A latent mutation in the human race has emerged; psionics. It was with the powers brought on by this that an unstable order was finally established, as power hungry Psykers bent people to their will. They formed war bands who eventually became governments.

Then war erupted on a grand scale. Idaria and Athaluen, the two most powerful countries engaged in a bloody war. Idaria with its rich caches of metal and oil fought the war with their devastating machines and tools of war. Attempting to capture the Athaluen’s mountain capital, where the mountains served as a moisture trap which could supply a relatively vast amount of water. Athaluen was no innocent victim; they coveted the resources of Idaria. They fought back just as hard, throwing people some armed with little more than stone spears, wood being much too coveted, against Idaria’s war machines. Athaluen’s Psykers was its main advantage, their numbers, just like every other nations was still less than 5% of the total population; Athaluen had the largest population. This allowed them to drive back Idaria and advance into their territory, eschewing Idaria’s attempts at establishing a treaty of non-aggression.

When Idaria was on the verge of defeat a decision was reached, an operation was launched. An intricate web of tunnels with strategically placed explosives was dug under Athaluen’s unsuspecting mountain capital. The detonation was catastrophic; the mountains fell, but as they did the tectonic plates that formed them were forced apart. The knock-on effect was global, earthquakes and volcanic eruptions of untold magnitudes ravaged the whole planet as the plates bounced off each other throwing up mountains before tearing them down and forming gape directly into the planets mantle.

The remains rest of the countries that had remained neutral, either not wanting to get involved or hoping to conquer the victor and have both resources finally stepped in. A consensus was reached that war was far too costly and could never be allowed to happen again. Any country that declared war or initiated armed conflict with another would find themselves facing the rest of the planet.

Over the next half century humanity was united under one grand banner and what was referred to as a golden age emerged. Vast metropolises, cities under the cover of a glass biosphere to retain moisture, covered the planet connected by raised highways through the barren wastes of desert. Eventually the nations governments were abolished and the human race was united under one banner, that of the United Hominem Government (U.H.G.). The labels of nationality were done away with officially, though the people of Idaria and Athaluen kept onto their hatred for one another. Each generation they passed on their own exaggerated versions of the truth, who would then exaggeratie them to the next.

Peace was maintained in the U.H.G. whose leaders declared itself a utopia. They “removed” anybody who violated the law and covered up those violations. The discord between the former peoples of Idaria and Athaluen still grew, spurned on by either side’s inability to act. Options to do so were very much limited as both sides wilfully segregated, refusing to live near one another. The many other factions that had been incorporated into this united government lived in blissful ignorance of what was always bubbling beneath the surface, they saw only the utopia.

Nearly a century later the U.H.G. has turned its eyes to the stars, the single other planet in their solar system that can support their life. Orbis is a beautiful blue and green planet rich in resources and water. This star-lust was brought on by the revelation that space was a traversable domain. The space program flew forward with unparalleled speed as the whole planet supported it, the current president capitalising on the opportunity to increase his re-election potential. The moment it was possible a single ship was built and launched; First Light. It’s mission to survey the planet and see how feasible colonisation would be. But soon after its launch the political tensions brought on by the start of the election year lead the president into green lighting a second ship. This one entitled Hope, the size of a city and carrying nearly as many people, was launched even before First Light was more then three quarters of the way there, advances in propulsion meant Hope was more than half way when First Light arrived.

The planet-fall was broadcast live, minus the 3 minute travel time delay, to the entire population of Hominem. The first images were of an idyllic oasis with lush, vibrant flora of every colour. For one moment the entire human race forgot themselves and united in unmitigated joy.

Then it happened all at once, the planets indigenous life, animals that appeared monstrous struck hard and fast against the awestruck humans. The images of paradise turned into a bloodbath and the global euphoria melted away. The President attempted salvage the situation with his speech “Hope will continue” as Hope reached the point of no return. When hope did arrive they were ready, the initial engagement saw the prepared humans establishing a foothold and the city of Triumph was built. Humanity fought for every square inch it could wrest from the wildlife but eventually the colonies were growing steadily.

A decade after planet-fall life is more comfortable, technologies and tactics have been developed to reduce the threat of the indigenous wildlife. Though scientists were noticing how entire species seemed to be appearing and disappearing rapidly, theorising that perhaps they were not the only one adapting.

Story starts at this point, the following paragraphs explain events that happen during/after the start of the game

Then it happened, the Idarian and Athaluen colonies that had segregated on this planet as they were at home declared war upon one another. Nobody knows which side started it, but without the iron fist of law enforcement that kept them in check on Hominem and that the monsters no longer posed a tangible threat; there was no deterrent. One thing is clear though, neither side is willing to back down; a century and a half of post-war hatred has erupted.

This open warfare is covered up back in Hominem but the cover up can only last so long, one day people will find out and then what will happen? Will this be the spark that ignites the powder keg still building up on Hominem? Which faction will you fight for? Or will you create your own faction? What effect could this have on the planet?

Story 2

Hominem, a world made of social perfection through just and moral government, chooses to better mankind by colonising a distant planet with a near religious significance, Orbis.
In a place where there is no crime, no open disagreement, no talking back to those who rule with a technologically advanced iron fist they label “Mankind’s best interests” where any man or woman who disagrees, is outcast from society, thrown into a twisted desert world.

But it wasn’t always like this, long ago the human race was divided. Not on a desert world but on a lush and friendly environment where plant life and animals were present. But war changed everything. Being advanced in their ways, one faction sort to cripple the other with a machine able to conduct grand scale terraforming on Hominem. Unforeseeable consequences occurred, not only had the weapon changed a part of the world to desert, all of Hominem was changed into a dead sea of sand.

Panic ridden, all factions sort peace and safety, praying never to see anything like this ever again. The men who planned and launched this death machine were imprisoned and removed form society. Others were let free in condition that they form together to become one government under Hominem. Alas, peace was restored.

Century’s passed, with greater technology and social awareness, a near Utopia formed. No one wants to see another war, not when all around them they see empty, useless sand hosting nothing more than vicious creatures.

As with all things, Utopia is starting to fall. The people who work for all others are no longer being treated equal, the rich and wealthy are rising. Levels of corruption are at boiling point, people are learning and questioning their world governments motives. Outcasts are rebelling in towns and city’s, men who have long since hated those responsible for destroying their world are becoming leaders against the government.
Now such people are planning against the government, with their own motives and interests. It’s only a matter of time before Hominem is not the garden of Eden it once was.

All men are created equal, but not all men are afraid of their creators. Such people have their own agendas in a planet where government control is light years away, where resources are high, where profit can be made. Those who suffer from greed, envy, hate, all vow to take this holy land for themselves.

In an era of an unstable world government, opposing sides will form, beliefs that stood strong since the dawn of time will face judgement, Hominem stands or falls this day, men of conviction rule each faction. It’s the player who makes the decision. But will they be enough to change Hominems dark fate? Can Orbis break mankind free from it’s oppressive ruler? Can Orbis truly be the people’s salvation?

If only they knew the horrors that Orbis holds deep within…

Edited by subwayheaven, 21 April 2012 - 05:57 PM.

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#2 Rhodox

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Posted 21 April 2012 - 04:31 PM

Story one I think. Voted!
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#3 Futhark

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Posted 21 April 2012 - 04:46 PM

I like story no. 2, mainly because of the last sentence. That single sentence holds my inquisitive attention more than the background story.
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#4 subwayheaven

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Posted 21 April 2012 - 06:07 PM

Thanks to both of you!

Please keep the votes coming in!
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#5 JAk HAk

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Posted 21 April 2012 - 06:08 PM

I also like #2 better.

Side note: Hominem means man in the sense of man-to-man, nearly identical to our word "person" today. It carries a connotation of the individual, so reading about an entire planet called Hominem was disorienting.
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#6 ND4SPD

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Posted 22 April 2012 - 02:00 AM

The gist of the stories seems to be:

STORY ONE:
Distopia on a desert planet.
War erupts between two nations over resources.
Results of the war are catastrophic, and humanity agrees to never lapse into war again, and humanity forms a unified government.
Everyone is happy for a while, and humanity flourishes, but there is still malice bubbling under the surface between the two nations from before.
Space travel becomes a thing, another nearby planet is thought to be habitable, so a colonisation ship is sent off to said planet.
Planet turns out to be filled with dangerous wildlife. It takes some time to overcome this problem.
-GAME STARTS-
Those two nations from before start to fight again on the new planet. Nobody at home knows.

STORY TWO:
Long ago, the planet was divided, and a war resulted in worldwide tragedy and chaos.
Post war, the seperate nations, seeking peace and safety, unify.
Some time later, the world has progressed greatly, but a rift of inequality has opened between the upper and lower classes. The government is corrupt.
The whole place starts to divide again.
Suddenly, Orbis comes into the story.


I'm honestly not too sure about either. In the second story, the whole Orbis thing seems tacked on. The government is described as just and moral, but then it talks about exiling people for minor offences in the same paragraph. You've discussed the causes of war in detail, but not cause of the inequalities and the corruption.

Where does the player play (on which planet?), and as whom (like, a leader of a faction?)?
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#7 Futhark

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Posted 22 April 2012 - 02:39 AM

...In the second story, the whole Orbis thing seems tacked on...


I agree with you that when you read the story as it's written right now, the "Orbis" thing is kind of just thrown in there. But I was reminded of the LucasArts game "The Dig" which starts with one story (divert a meteor, save Earth) but basically ends up with another story instead (lost in space, communicate with ancient aliens, furthering humanity when they return back home).

The second story by subwayheaven has a lot of potential because of a strong back-story and then the "hidden" story (i.e. Orbis) will also have to be strong BUT revealed slowly yet steadily enough to hold the interest of the person playing.

I'm still curious ... what's the deal with Orbis? (It's Insanely Twisted Shadow Planet's little brother, right???? :tongue: )
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#8 chance

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Posted 22 April 2012 - 10:13 AM

Remember it is the background that's important...

That depends on how the story is used in the game. Is it just something to read before the game starts... or does it actually influence / define the game play?

Both stories are OK, but I can't really say which is better without knowing how your game uses it. I mean, what is the game actually about? What is the players' objective?
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#9 Daemeous

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Posted 22 April 2012 - 10:25 AM

Howdy, I'm someone else on the team as well as the author of one of the stories.

Both stories ultimately end up on similar ground, 2/3 human factions on orbis fighting as well as the planets wildlife. Story 1 hints at it, while story 2 comes out and blatantly says it. The horrors of Orbis (we seriously need to come up with some non-placeholder names) will play a big part in the game in both versions.

Now the player will ultimately have multiple campaigns to play through from different peoples perspective (likely added around pre-release). Though the initial campaign(s) is going to be that of someone who either chooses to side with one of the major factions on orbis.



The initial idea was to show a harsh and savage desert world that could barely support human life. Then bring the idea of heaven (orbis) into play, have humanity strive to obtain it. Only to find it's just as harsh and savage, but humanity refuses to let go of it's dream and keeps fighting. Then humanity splinters into factions, fighting not just itself but the planet too, whose unseen horrors emerge.

Neither story is final though, only third drafts. We're welcome to any changes or ideas anybody might have.
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#10 chance

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Posted 22 April 2012 - 11:03 AM

Now the player will ultimately have multiple campaigns to play through from different peoples perspective...
<snip>
The initial idea was to show a harsh and savage desert world that could barely support human life. Then bring the idea of heaven (orbis) into play, have humanity strive to obtain it. Only to find it's just as harsh and savage...

I think you can accomplish this much better in 1-2 paragraphs rather than those long-winded narratives. And then end the story in a way that introduces the gameplay.

Also remember: you don't need to reveal everything in the intro story. It might be more interesting to save some details -- as they pertain to the game -- and then reveal them during the game itself. Like how movie trailers are designed. They tell you just enough to get interested so you want to learn more. They don't reveal the complete plot.

Just something to consider. There's no right/wrong way.
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#11 subwayheaven

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Posted 22 April 2012 - 02:11 PM

That depends on how the story is used in the game. Is it just something to read before the game starts... or does it actually influence / define the game play?

Both stories are OK, but I can't really say which is better without knowing how your game uses it. I mean, what is the game actually about? What is the players' objective?


Cheers for your feedback, The backstory (in my mind) serves as an introduction to explain and expand what the player experiences throughout the game.

I.e. When the player discovers that there are people who wish to harm the world government, the player can reason as to why this is so (with the help of the backstory and charactor dialogue).

The game is about a world that is in despair. it's broken, empty, with no promising hope.

The population has (for the last century or so) been united under one government that seeks to bring humanity together.

Being technologicaly advanced, colonisation has began on Orbis (The polar opposite of Hominem, rich in resources, aesthetically pleasing e.g.)

The player starts in different circumstances depending on many different factors (It would be irelevent if I started talking about that in any great detail) the player is then free to do what they wish, let me give you an example:

- The player starts as part of the rebellion on Hominem

They are then free to do what they wish, want to join another side? No worries. Want to become leader of the rebels? You can try.

This goes for everything, there isn't really any limits on what you can do (Other then your own skill)


The second story by subwayheaven has a lot of potential because of a strong back-story and then the "hidden" story (i.e. Orbis) will also have to be strong BUT revealed slowly yet steadily enough to hold the interest of the person playing.

I'm still curious ... what's the deal with Orbis? (It's Insanely Twisted Shadow Planet's little brother, right???? :tongue: )


That depends on which story you look at, I can speak for Story 2, but not Story 1.

In Story 2, Orbis is a becon of hope for humanity to reclaim its once beautiful planet, haunted by it's current planets state. It's shown as "the ultimate aim" to colonise the planet and gradually poulate it, leaving Hominem behind.

There is a twist, as the story suggests, it isn't as it seems. And it will be a very large part to the game that has dramatic effects on the players choices as a whole.

I won't speak for Story 1, because I don't think that would be fair.



Thanks for the votes and feedback guys, keep them comming!

Edited by subwayheaven, 22 April 2012 - 02:24 PM.

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#12 Daemeous

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Posted 22 April 2012 - 05:25 PM

To clarify, this isn't a bunch of text that's going to be thrown at players, it's a starting point for the lore, this is how the world is, not what the players read.

I guess the gloves are off, I wrote the first Story.

Orbis (the world, not the name) was my idea, loosely based around Gran Pulse without any human history. With some kind of sentient hive mind behind it all, hence the rapid evolution and extinction as the planet evolves to combat the human threat.

My story at it's base concept was:

Imagine humans start out on Mars, it's a harsh and unforgiving world that's hard to survive in. "Nations" are formed out of warlords conquering more territory, two of the largest go to war and the losing side through desperations destroys a vital part of the planets resources. Causing earthquakes and mountains growing only to be replaced with fissures to the planets mantle. Greedy nations sitting on the sidelines who were waiting for their chance at the prize were forced to act out of fear of anything like this happening again.

Global peace was enforced through fear and because of fear, though the odd skirmish happened here and there. A century or so later one side (the causer of the catastrophe) is realizing it's dream of colonizing what is perceives as heaven, the other side doing the same due to stealing the technology (they can't declare war without the rest of the world declaring it on them so what's the harm?). Both sides head out there find the planet is hell on "Earth" and go to war with each other as well as the planet with the game starting ~10 years after planetfall. Having had both sides pushing their entire military might onto the planet as war is unregulated there and whoever conquers the planet becomes the most powerful force in the solar system in addition to living in bliss.

The technology level being near-future, as realistically possible as it would be for wide scale planetary colonisation (of a planet with a breathable atmosphere would be). As a gamer this was an attempt to write a story which required as little suspension of disbelief as possible while being as unique a concept as I can make it. Allowing for many different stories and sub-stories to be told, yet still being appealing and understandable even by players who wish to skip the story entirely. As well as being developed solely to support the game.

One example being melee could still remain viable due to low resources, desert planet having adverse conditions hampering a guns performance, with guns only recently coming into their own due to Orbis but allow lot of people still set in their (melee) ways without them feeling contrived or out of place.

Story 2 was a derivation of this written by Subway to include a Utopia, rebellion and a higher tech level.

The Story 1 you see before you is a doctored version where I tried to compromise to include the idea of a Utopia even though (in my opinion) it dilutes the ideas of a harsh, unforgiving desert world wrought with consistent conflict and hatred being given hope of heaven, only to have it crushed but remain unrelenting in their pursuit and mutual hatred.

I hope this post clarifies things people have been asking or mistaking as well as the history behind both stories.

Oh and remember this is about how good the stories are rather than a popularity contest, as I'm sure I've just eluded to the fact that I'm a complete self-important jerk...oh wait...darn...

Edited by Daemeous, 22 April 2012 - 05:52 PM.

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#13 ND4SPD

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Posted 22 April 2012 - 11:15 PM

I liked how you wrote the concept more than how you wrote the story initially Daemeous :P what would your undiluted story be? I'm not a fan of the "and the nations all decided to be friendly so that no war would happen again"; it doesn't seem to believeable. It may be better if there was always conflict bubbling under the surface (perhaps a religious difference, if you made religion a very significant part of the world's culture).

Another idea for the conflict on Orbis may be that some people want to return to Hominem for safety, while others are desperately pursuing the dream of colonising Orbis. If you've seen the game Brink, you get to choose between saving a city, or attempting to leave a city, and I think that's the sort of choice the colonisers of Orbis would be deliberating over.
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#14 chance

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Posted 22 April 2012 - 11:44 PM

To clarify, this isn't a bunch of text that's going to be thrown at players, it's a starting point for the lore, this is how the world is, not what the players read.

That's good. But I still don't understand how all this detail is relevant to a game. The detail in both stories seems WAY too high -- unless you're planning to create an interactive novel.

Moreover, many details seem self-contradictory. For example, you describe a "barren desert planet... barely able to support her populace". And in the next paragraph you describe a country with "rich caches of metal and oil"... and "devastating machines and tools of war". These two things seem contradictory, as written.

In another example, you say "earthquakes and volcanic eruptions of untold magnitudes ravaged the whole planet" with global tectonic destruction. But then you discuss the other "neutral countries" finally stopping the war. Huh? How could there be anything left after such a global destruction?

It just doesn't make sense as you've described it here. I'm not saying a similar narrative couldn't occur. But this one seems very improbable -- even for a fictional world.

I think with a re-write, the story could be made much more coherent. And more plausible. :wink:

.

Edited by chance, 22 April 2012 - 11:48 PM.

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#15 Daemeous

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Posted 23 April 2012 - 12:33 AM

I liked how you wrote the concept more than how you wrote the story initially Daemeous :P what would your undiluted story be? I'm not a fan of the "and the nations all decided to be friendly so that no war would happen again"; it doesn't seem to believeable. It may be better if there was always conflict bubbling under the surface (perhaps a religious difference, if you made religion a very significant part of the world's culture).

Another idea for the conflict on Orbis may be that some people want to return to Hominem for safety, while others are desperately pursuing the dream of colonising Orbis. If you've seen the game Brink, you get to choose between saving a city, or attempting to leave a city, and I think that's the sort of choice the colonisers of Orbis would be deliberating over.


Well the nations weren't friendly afterwards, that's Story 2. In mine the outside nations were pretty pissed off and gave the other two an ultimatum: behave or be exterminated. Not wanting them to go cause another near-apocalyptic event.

Your idea doesn't quite fit my storyline, at least in my opinion, in Brink they had little choice: go to the ark or die. In here everyone is on Orbis because they chose it over living on Homeneim aware of the dangers. It may work better with story 2 though, but that's not my area.

That's good. But I still don't understand how all this detail is relevant to a game. The detail in both stories seems WAY too high -- unless you're planning to create an interactive novel.

Moreover, many details seem self-contradictory. For example, you describe a "barren desert planet... barely able to support her populace". And in the next paragraph you describe a country with "rich caches of metal and oil"... and "devastating machines and tools of war". These two things seem contradictory, as written.

In another example, you say "earthquakes and volcanic eruptions of untold magnitudes ravaged the whole planet" with global tectonic destruction. But then you discuss the other "neutral countries" finally stopping the war. Huh? How could there be anything left after such a global destruction?

It just doesn't make sense as you've described it here. I'm not saying a similar narrative couldn't occur. But this one seems very improbable -- even for a fictional world.

I think with a re-write, the story could be made much more coherent. And more plausible. :wink:

The game is going to be a variant of RPG, thus the story is important. Plus is effects what is where and why, with how the game world starting as it does.

I guess I should go into more depth into your points, I just didn't want to add too much superfluous explanations.

The planet is unable to produce enough food to sustain a large population, due to a lack of fertile land for farming, the natural flora and fauna making up the planets ecosystem would have evolved to low nourishment input thus provide limited sustenance themselves.

Unfortunately metal and oil aren't edible, but are quite proliferate in deserts. Neither of much use to the local populace as thermal conductors and a fuel to produce more heat are not all that useful when it comes to supporting life in a hot desert. These are people who know only how to kill and take...though I could've just made it "relatively rich caches of metal and oil" and left it at that :P

About the tectonic plates, they aren't destroyed. The two on the faultline which created the mountains are pushed apart by the explosion, ramming into the others causing a cascade which would inevitably have a knock on effect, culminating on the other side of the planet where both forces hit, before bouncing back and eventually settling. In the end there's new mountains and great big chasms down to the mantle but because of the size of the tectonic plates most of the damage is dealt to the faultlines. To the people not on the edge of the plates their only real danger would be the shockwaves. Devastating but not end of the human race level.

I guess I should make it clear that there is a delay as the dust settles and people pick up the pieces before global peace becomes enforced, something I could do with making clear.

Those are some very good points you've brought up though, thank you.
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#16 chance

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Posted 23 April 2012 - 11:53 AM

metal and oil...
<snip>
tectonic plates....

My point was that metal and oil resources typically aren't exploited by the local people who are struggling to stay alive. They're exploited (at least initially) by more advanced cultures from outside -- much like how African metals/diamonds and Arabian oil was initially exploited by western cultures.

So to me, a more plausible way to explain the story would be a planet divided into two distinct land masses -- one hostile and semi-barren, and the other fertile with natural resources:

1. The hostile continent produces a low-technology, subsistence society, but with an emphasis on spiritual and philosophical values. (Maybe even advanced telekinetic ability.)

2. The fertile continent produces an advanced high-tech society, but one that values power and greed.


This sets the stage for a natural clash of cultures, in a very plausible scenario. Your scenario is similar, but needs to be explained more clearly (with less verbiage).

**** ****
Regarding the "tectonic plate catastrophe", my point was that these things happen over geological time -- not quickly as a result of war. Rapid plate movement is implausible, and would cause worldwide destruction, ocean/lake variation, rivers running backward, worldwide crop failures, etc. :tongue: It's just too much destruction to believe any neutral nations could survive anywhere.

Just suggesting you might want to tone it down a bit, so it's more believable. Some volcanoes and earthquakes maybe... but not massive/rapid plate shifts.

.

Edited by chance, 23 April 2012 - 12:01 PM.

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#17 Yal

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Posted 23 April 2012 - 12:26 PM

I agree and disagree with chance.


First of all, having the two cultures he suggests wraps up some plot holes and would also be a gameplay-wise good choice; it'd give one bunch of people big guns and another bunch magic (psychic powers are just magic turned scientific, after all) so you can have cool enemies and cool allies to run into. Also, emotionless psychic teenagers with white hair make good characters no matter what sort of game they appear in (shame there weren't any in GS2:tLA).

On the other hand, with the tectonic catastrophe, you should really make it as over-the-top as you can. The Rule Of Cool applies here; if the catastrophe is big and cool enough your players will suspend their disbelief without problems. You could also apply the Rule Of Tragic here, by introducing a likeable character early on then have her die in the worldwide catastrophe as an New York-size city slowly sinks down a magma pit with stuff exploding all over. This is the backstory of the game, so you could have "memory logs" scattered around the game world, each one featuring diaries and small movie cutscenes recorded by this character. At the climax of the game (like, in the final dungeon) you find the final memory log, where the character is in panic trying to escape the city, runs around, but eventually realizes it's no point in running because death is imminent, and sadly comforts herself with that and turns off the camera. If done right it will have an enormous emotional impact on the player.
Suggestion: make the player find a few memory logs from the city destruction quite early on, while the dead character still thought she had a chance to escape the city, and then deliver the "imminent death" log as the last log in the entire game, in the final dungeon, preferably in a very obvious location right before the final boss' corridor. This will really save the suprise 'til the end, plus getting a feeling of hopelessness and sadness right before the final boss will likely affect your view of the final showdown.

Oh, to promote fan discussions, you should have an old lady [depending on how far between the catastrophe and the time when you play the game] somewhere that seems just like the character who died in the city, only older, and maybe even have the same name if you show names above dialogue boxes. This should give the player some hope that she did survive after all, but you never reveal if it's the same character.
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#18 Daemeous

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Posted 25 April 2012 - 09:55 AM

Thanks for the replies and sorry for the slow response, it's exam/assignment deadline week at Uni. We've decided to rewite the story after agreeing on certain key points, your information has been invaluable in this.

@chance


The idea is that the world remains a consistently hard place to live and I'd rather not have a story which sounds like a commentary against the US exploiting Arabian oil.

If the whole world is in the same boat, eventually people are goign to get to the tech level where they can exploit oil, it's nigh inevitable (bar some kind of insane luddite religion or extinction).

Yes plate shifts happen over time naturally, but a powerful enough explosion could assumedly cause a rapid shift.

@Yal
That was one of my focuses; avoid plot holes and minimise requirement of suspension of disbelief. Psions aren't exactly scientific magic, they just tend to fit in better with scifi than blokes with staves and robes.

One phrase I wrote when working on initial character concepts was "Characters, not caricatures". Realistic yet interesting characters who are larger than life without being 1 dimensional like you see in most games.

I can't deny though, I'm quite infatuated with your "memory logs" idea, that's similar to something one of us came up with, only better, though there's no chance of there being any survivors seeing as the game is set 100-150 years post catastrophy.
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#19 chance

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Posted 25 April 2012 - 11:08 AM

...insane luddite religion...

Is there any other kind? :tongue:



Yes plate shifts happen over time naturally, but a powerful enough explosion could assumedly cause a rapid shift.

Plate movement occurs because subduction and gravitational gradient forces act continuously over extended periods of time. An explosion, on the other hand, is a brief "impulse force". So yes, an explosion could cause localized shifts along fault lines where pressure builds up. But it couldn't drive large-scale movement of an entire plate.

But these details aren't important anyway. The volcanoes and earthquakes are scary enough. The physics behind them isn't really an issue in the story.

In any event, I'm eager to read your next iteration. It's getting interesting. :smile:
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#20 Yal

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Posted 25 April 2012 - 11:42 AM

...though there's no chance of there being any survivors seeing as the game is set 100-150 years post catastrophy.


The woman you see could be the daughter of the original character, who survived? You could add in some photo in her house that shows the two together "back in the days", perhaps (and you see that they are very look-alike, same haircut and stuff), or some other clue.
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