2020/03/30

Weekly update #34

Art

I was thinking about changing some aspects of Amnukhel's design, but I don't know, it's a weird fucking design.


Dev spotlight

Character workshop, part 4, episode 2: Revenge of the Prose

It would be too easy and maybe a bit lazy to describe my inability to write as procrastination, but I feel it's also terribly non-descriptive. In my case I often have too little material of the character inside my head in the beginning to proceed, but that material is also developed while writing them. Eh, better get to writing I guess.

Just creating the scripting is easy enough. This fairly short piece of scripting essentially describes 90% of all sex scenes in the game, if you ignore the prose.
Different PC sexes have separate sex scene scripting, this one's for male PC. The middle part is basically on autopilot if there are no player choices inside the scene.
But at what point the sex scenes become a rote repeating thing and what makes them worthwile to actually click through? Can I just repeat the same thing over and over again and just change the pictures? The obvious answer is the contex. Context changes what the sex scene actually feels to our thirsty rat brains. Creating that context is the thing that rattles my poor writing brain, and the context consists of the cool characters and the cool situations, before, during, and after the sex scenes happen.

Huge pet peeve tangent, because writing is hard

It's reasonable and normal to offer the player an option to completely rebuff the situation through dialogue, if the situation allows it as a realistic possibility. This can be a situation where a NPC asks the player to go on an adventure with them to find treasure, and the player character going "Eh seems dangerous, I'll stay here." It's easy to just end the "quest" there and do nothing, but this seemingly natural and reasonable interaction PC has taken means that the player has deleted a chunk off the content from the game.

Rejecting Amnukhel here just cuts out the whole interaction with her. Does this actually make sense in terms of an interesting narrative vs providing sensible options for the player? Furthermore, what would even the rejection cause that would be compelling and reasonable for an alternative narrative?
...Or that's how it's often described by other game creators. There's a simple fix to this thinking. Make the decision of not acting, into a branch in the narrative. If the player doesn't go on the treasure hunt with the NPC, then the world reacts to player inaction and continues to a new point without the player. The NPC doesn't stand there eternally with a question mark above their head and reheat the "quest" with an obnoxious, "Did you change your mind?"

This strange approach to "questing" also means that the "quests" cannot be important to the overall structure of the game, because you cannot facilitate the importance of the quest if you cannot make player to cooperate with it in the first place. You cannot rely on the plot if the player doesn't participate in it and do the plot points. Teraurge is from the very beginning written as not having a "main quest" or a traditional plot structure that the player needs to be shepherded through, as it is just supposed to be a collection of interactions. This sounds like a lazy approach of writing anything, but it also frees the player from the expectation of performing the part of the main character to advance the plot, and it provides flexibility to the branching narratives of separate stories.


6 comments:

  1. i like this way of making a story and we don't need a "main quest" The witch at the beginning of the game Kind of gives you a direction to go Will not giving you any directions just saying look for other bottles might be able to get you home doesn't give you an actual location it's more or less saying go explore I like this variant of storytelling like with Skyrim when trying to join the Thieves Guild or just going to the city in the reft you'll be offered a job to join the Thieves Guild if you say no he will just stand there for years saying “did you change your mind” Your way of storytelling I say is weigh less lazy because you're not railroading us to a story your letting us make are story

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  2. I have a few things I'd like to add.

    I was just thinking of an interactive story as a big connected graph (or rat maze, if you're feeling poetic), and if a player is placed in a random node, there should be at least one path from that node to most, if not all other nodes in the graph. In other words, with few "one-way doors" that can lock the player out of additional content. Teraurge already has some such one-way doors, for example stat-based ones (the big bad sea slug, the knife wife, etc). I'm definitely not a fan of those.

    When it makes sense to have actual one-way doors in the story, I think it's important to make sure the player is aware of the story branches that can potentially be locked away. For example, if there's going to be some magical fuckery if the player stays at home instead of going on a date, there ought to be at least a hint about that when it comes for the player to take the decision. What if only after participating in that narb infomercial did I realize that I had permanently locked myself away from ever getting to know Shyni? Terrible.

    Branching out at every possible player decision is just not feasible. I am all for giving the player as much freedom as possible, but sometimes the difference is just a few more loops of narrative thread. I myself do not mind being able to defrost a quest - what I think is the real problem is that "question-mark NPCs" end up just being quest ATMs, and that's just boring. Just because I decline a quest shouldn't mean the NPC suddenly has an existential crisis.

    Furthermore, getting shot in the face with "Have you changed your mind?" can get really obnoxious, and a simple solution is just have that as a player dialogue option. Preferably way down in the option list, together with the "Hey... wanna suc n'fuc?" ones whenever I'm trying to do small talk in the tavern.

    ---

    But also... how would I share a custom character? I've been internally debating doing one (to be fair, I've already drawn a few ideas), but there seems to be no venue to eventually share them.

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  3. This character seems to look weird, cause it breaks the laws of physics :V

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  4. I mean that's why we are here right? For weird monsters and lewd/action filled adventures.

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  5. Personally, I actually prefer the abilty to "mess up" a quest line and have to come back on another character. Alot of people might disagree but you already provide a solution to those players... You can save, and try again. Second guessing yourself on that is on the same page as questioning why certain scenarios lead to player death, why bother if they're just gonna load a file and try it differently? Story, immersion, a real feel for the world and characters, honestly it's one of the more interesting aspects of TU. Oh, and I'm becoming a bit obsessed with your work, I'd (somehow) never directly realized it was you that had done all of my favorite images until a few days ago even though it checks pretty much all the boxes for me. Heh, you're like a (more) sexual, xenophile version of H.R. Giger and I mean that as the biggest possible compliment.

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