Author Topic: GH2: Individual Handle to Core Story  (Read 425 times)

Offline Joseph Hewitt

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GH2: Individual Handle to Core Story
« on: February 06, 2010, 06:36:51 PM »
One of the problems with the core story generator is that the player isn't given a good handle on the situation. You're just dumped into the game world with no information, no motivation, and no framework by which to interpret the story. This last point is important- the story generator works blind, it relies upon the player's interpretation to give meaning to the story.

I have some ideas for improving the start of the game- there should be a text introduction, like in GH1 but this time automatically generated based on the hometown, the allied/hometown faction, and the PC's goals. The goal/background/important thing should play a bigger part in the story as well.

Another problem is that the generated story always follows a particular path: the Enemy (NPC, Faction, or both) is doing something and the PC/Allied Faction is trying to stop them. This isn't an intrinsically bad model- most mecha shows follow the same path- but it is limiting. Even more, without a good handle on the story, the player won't feel particularly compelled to oppose the enemy.

In addition to the reactive story path described above, there should be a proactive story path in which the PC is doing something and the Enemy is trying to stop them. A pirate PC, for instance, might spend the entire game pillaging+looting successively bigger targets. In the conclusion they'd have to face the enemies they've made so far in a final showdown. A pro duelist or Goal:Power PC might challenge a large number of different enemy NPCs as part of a tournament or simply to demonstrate their badassitude. The conclusion enemy would present the ultimate challenge.

Because of the modular nature of the story generator, allowing these alternate paths should be pretty easy. The question is, how to arrange the sequence of choices and how to determine which ending is appropriate.

Offline SharkD

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Re: GH2: Individual Handle to Core Story
« Reply #1 on: February 08, 2010, 09:49:55 AM »
Good ideas. Would be nice if the opening prologue had a little more than *just* text. Maybe some images, or a short vignette rendered using the game's engine.

Offline Daemonward

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Re: GH2: Individual Handle to Core Story
« Reply #2 on: February 08, 2010, 06:51:33 PM »
It would be nice if GearHead2 had an optional tutorial of some sort to ease in the uninitiated. As it is, they're getting tossed in with no introduction to the controls or how things work.

Offline Forethought

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Re: GH2: Individual Handle to Core Story
« Reply #3 on: February 10, 2010, 10:15:10 PM »
What is meant by "proactive story path"?

Does it mean that the story generator will react to the player's actions (essentially making it no longer blind)?

Or does it mean that there will be an actual story arc where the PC is the mission giver, and episodes will split their time between the existing arc and the new arc?

If it's the former, you'll probably have to write a Classifier. It might get complicated depending on the desired behavior.

If it's the latter, there will be the risk of situations where there is dissonance between what the player wants and what the PC wants. This could seriously mess up the immersion if it happens.

Offline Skulkraken

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Re: GH2: Individual Handle to Core Story
« Reply #4 on: February 11, 2010, 04:46:00 AM »
Because of the modular nature of the story generator, allowing these alternate paths should be pretty easy. The question is, how to arrange the sequence of choices and how to determine which ending is appropriate.


How about simply choosing whichever ending has been completed first, then leaving unfinished goals as ones to be completed later?

If I recall correctly, there was some talk before of using endgame PCs as NPCs in other characters' games.  This would work well with that.  You could have, say, a retired duelist who still yearns for one more shot at performing in a sold-out concert; or an incredibly successful pirate who's looking to settle some scores with a certain faction, etc...

Offline IronJelly

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Re: GH2: Individual Handle to Core Story
« Reply #5 on: February 17, 2010, 03:46:41 PM »
Assuming that "proactive story path" means that the choices the PC makes change the game then it might be possible for the story to take place a bit later than the start of the game.

It would make some sense for the player to make an enemy or friend, then have the story come from that.  Oh, one of the first missions I took, only because I needed money, happened to pit me against faction X?  Who says that, if I win, a leader of faction X doesn't contact me and ask me if I am for hire?  Or, what if I win, and a big shot corporate of faction X decides that I'm a threat to their plans, and then sends people after me.  It could also be a big shot from the mission-giver's corp that tells you that you beat up faction X so well, you should consider becoming a bodyguard with mission-giver corp.

In any of these, you could get a "choice."  faction X leader decides you're a target, and you might have a chance to say something to him (or bribe him, or threaten him) to get him off your back.  If you don't, then story "Faction X's revenge" or whatever begins.

That would probably help the immersion to some degree.  When you start, you are a nobody, and your first missions, regardless of your profession (unless you start with a faction), are just to make a quick buck.  your enemy or ally that could fuel the story pops up from that.