Pastel Community Game project and discussion

Boingo
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Re: Pastel Community Game project and discussion

Post by Boingo »

Let's do this: we work on a story starting from now, and by the 15th of this month when I return home, everything is set so that I can at least start drawing. Is it a good plan?
About the drawing bit...after we sort out the backstory, we kinda need to confirm the in-game plot, and then still(Phase One over) have to turn it into a storyboard where we can start drawing and adding notes about each bit of the Big Plot. (Phase Two)
(Well, at least that's how I saw it, and it was generally agreed upon when we made the Wiki.)
um...is it like that?
I'm not going to be too much help until thursday (wednesday for some of you) sorry. :?
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Vortex
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Re: Pastel Community Game project and discussion

Post by Vortex »

That's the idea, to choose the story and develop it to the point we can start working on it.
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Ancient Crystal
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Re: Pastel Community Game project and discussion

Post by Ancient Crystal »

A few questions for the merge that needs to be answered:
(Q - My opinion)
Shall the setting be in the future? - no, at least not by more than a few years
Shall the setting be futuristic? - Not overly, but somewhat
What level of scentific hardness should we aim for? - 3 or 4 on the Mohs scale.
..............
Sorry, it seems I ran out of ideas sooner than expected. Other questions?
Meet the new boss, same as the old boss, if the old boss had been an octahedron, which they weren't.
Babylon
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Re: Pastel Community Game project and discussion

Post by Babylon »

Shall the setting be in the future? - no, at least not by more than a few years
I agree, it should be set in the near future, but not given a specific date?
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Vortex
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Re: Pastel Community Game project and discussion

Post by Vortex »

Ancient Crystal wrote:What level of scentific hardness should we aim for?
I can help you with that, to any level you prefer.

Also, we should see what degree of realism/development/intrincateness/etc. we're gonna put into the characters and the plot itself.
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Re: Pastel Community Game project and discussion

Post by Babylon »

When it comes to realism, with dark subject matters that have been suggested (Human Experimentation, Government Conspiracy Etc.) I think that it would have to be 'gritty' to pull those themes off.
That's just my opinion, but I think it would stand up better with a higher level of realism.

Also, two more things.
First, where is the game going to be set?
And Second, what method are we going to use to convey this back story to the player?
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Vortex
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Re: Pastel Community Game project and discussion

Post by Vortex »

Babylon wrote:And Second, what method are we going to use to convey this back story to the player?
I remember there was the idea of revealing parts of the stoy through computers/smartphones/devices spread in key points through the game. We can also rely on the usual note system. I'm not very fond of intros with back story, but that could work too.
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Ancient Crystal
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Re: Pastel Community Game project and discussion

Post by Ancient Crystal »

No, it will not work. Unconvering the backstory should be an important plot element. The intro should be few lines, and more along the lines of an infinitely improbable whale's first thoughts than the typical "where am I".
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Babylon
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Re: Pastel Community Game project and discussion

Post by Babylon »

I concur, having a big and lengthy opening would feel a little cheesy, especially if it wasn't done to the best effect. Also, it'd be a lot of unnecessary work, for something that wouldn't really be worth it.
So, just good ol' notes?
On the other hand, I do like the sound of using computers and other technology to find back story. Brings it more up to date, so to speak, especially if the game is set in the future.
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Boingo
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Re: Pastel Community Game project and discussion

Post by Boingo »

Hmmm...when you say near future, we bring up again that problem where the game is more convincing if it actually fits in the real world. Most of Mat's games are either in a alternate timeline or are just so (pardon the phrase) random that it's just not needed.
Good games that involve dates or occasions will try and make everything as realistic as possible, and I think doing it this way will be a tad difficult.
(We had this discussion a few pages back :) )
Just pointing that out.

Likewise with the puzzles: they have to be logical, and fit with the scenario. You don't have a weird 3-bouncy balls activated machine that will turn on the power,

Yeah, good ol' notes. (and the mister exposition ;) )
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