Ongoing narrative in Book II
Posted: December 13th, 2009, 3:48 pm
I know I have a bad reputation for critique and criticism and negative attitudes in general, but... at the risk of furthering said reputation, I feel like I need to address narrative? In Book II?
BW: You've talked about all kinds of changes you're making with the interface, options and visuals... but how much work is going into the ongoing narrative?
The narrative is the aspect that really pulled me into games like NWN2 and the Spiderweb games. I'm not talking about background or even plot, so much... but the ongoing story, giving the player the sense that we're a part of a narrative thread, as if we were a character in a book. Theoretically I suppose you could say this disturbs the "wanderability" of the game, but face it: there are areas you just cannot access at level 5 or level 10 because they're simply too hard -- difficulty itself determines where you're allowed to wander.
NWN2 is more extreme, it's a much more strict linear thread. And I prefer that approach, but that's not what I suggest. I suggest the balanced approach.
The Spiderweb games are more balanced between the linear narrative thread and the "wanderability" that a lot of RPG gamers like. The narrative dictates where you should go but you're still allowed to wander. And still you feel like you're a part of an ongoing story.
I'm sure people will resent my saying it, but I have to: the one drawback -- besides the shortness of the game -- that I found with Book I was the lack of narrative.
Narrative, after all, in my view should be the essential thing that justifies the old-school bare-bones approach to game-production over hack-and-loot games like Diablo that're better animated and nicer to look at.
...The point should be: Sure, we don't have the money for a huge staff, but we create games that challenge more than just hand-eye-coordination and the fantasy of being insanely powerful.
Sure, more puzzles are cool, but the best thing, in my opinion, is the ongoing narrative -- making us feel that we're really a part of a story. Character development, reputation, story manipulation by the player, aspects to the story and to the world of Eschalon that get more complicated as you wander into them... these things all enhance to the game well beyond the simple aspects of visuals (and I still take my hat off to the people on the Eschalon team doing the graphics and animation -- best I've seen for this style of indy game).
So... I don't know... I guess I'm saying I'm hoping to see a lot of what's described in the last paragraph, since I didn't see it in Book I. I really wanted it, but I didn't find it.
Will there be more character development and more story in Book II?
There were people like Lily, Father Michael and the sick guy down south, the woman who lost her husband... Penelope (nothing happens with her!)... the sailor who lost his sextant (after I get his sextant he just keeps sitting there!)... these are characters that could be worked on and developed and worked into the story: the beginnings are there! I wanted to see more out of them.
Okay, that's all.
BW: You've talked about all kinds of changes you're making with the interface, options and visuals... but how much work is going into the ongoing narrative?
The narrative is the aspect that really pulled me into games like NWN2 and the Spiderweb games. I'm not talking about background or even plot, so much... but the ongoing story, giving the player the sense that we're a part of a narrative thread, as if we were a character in a book. Theoretically I suppose you could say this disturbs the "wanderability" of the game, but face it: there are areas you just cannot access at level 5 or level 10 because they're simply too hard -- difficulty itself determines where you're allowed to wander.
NWN2 is more extreme, it's a much more strict linear thread. And I prefer that approach, but that's not what I suggest. I suggest the balanced approach.
The Spiderweb games are more balanced between the linear narrative thread and the "wanderability" that a lot of RPG gamers like. The narrative dictates where you should go but you're still allowed to wander. And still you feel like you're a part of an ongoing story.
I'm sure people will resent my saying it, but I have to: the one drawback -- besides the shortness of the game -- that I found with Book I was the lack of narrative.
Narrative, after all, in my view should be the essential thing that justifies the old-school bare-bones approach to game-production over hack-and-loot games like Diablo that're better animated and nicer to look at.
...The point should be: Sure, we don't have the money for a huge staff, but we create games that challenge more than just hand-eye-coordination and the fantasy of being insanely powerful.
Sure, more puzzles are cool, but the best thing, in my opinion, is the ongoing narrative -- making us feel that we're really a part of a story. Character development, reputation, story manipulation by the player, aspects to the story and to the world of Eschalon that get more complicated as you wander into them... these things all enhance to the game well beyond the simple aspects of visuals (and I still take my hat off to the people on the Eschalon team doing the graphics and animation -- best I've seen for this style of indy game).
So... I don't know... I guess I'm saying I'm hoping to see a lot of what's described in the last paragraph, since I didn't see it in Book I. I really wanted it, but I didn't find it.
Will there be more character development and more story in Book II?
There were people like Lily, Father Michael and the sick guy down south, the woman who lost her husband... Penelope (nothing happens with her!)... the sailor who lost his sextant (after I get his sextant he just keeps sitting there!)... these are characters that could be worked on and developed and worked into the story: the beginnings are there! I wanted to see more out of them.
Okay, that's all.