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Author Topic: I'm sorry, but I had no idea where else to put this.  (Read 4998 times)
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Squeaks
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« on: July 12, 2008, 09:10:46 PM »

Well my dream to put it out there is to someday go to college in hopes of becoming a writer for video games that would shine like the story-line gem of Madden! (Kidding..) In all honesty though I would love any single tip or push in the direction of something to assist me to get a bit of practice under my belt before I try it where it counts. I am mostly in need of simply the basics, so if those could be supplied I would be incredibly grateful! -Waves and just sits there and waits.-
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« Reply #1 on: July 12, 2008, 10:41:52 PM »

Well, I don't know how to help you get out there and meet contacts that could help you break into the market, but I can help you with just basic writing.

1. Incorporate interactivity to the story elements. Long cinematics are nothing more than time spent by the player NOT playing the game. If you're afraid the player's going to cramp your style, make a movie, not a game.

2. Check out http://tvtropes.org/pmwiki/pmwiki.php/Main/Tropes for some ideas of what not to do or what you might want to lampshade, and really just all the movie, tv, and games tropes that have been way too overused. Not to mention it's one of the funniest wikis I've ever seen.
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« Reply #2 on: July 13, 2008, 08:23:46 AM »

You should probably concentrate on becoming a good writer first, probably more in the theatrical bend of that particular craft.  Read lots, watch lots of movies, play lots of video games, and write lots.  And when you write, post it here and let the critics here(myself included) eat you alive. Grin  Then send your good stuff to magazines and other publishers.  If you can get published, your foot is in the door, you can send portfolios to universities and game companies and the rest is just experience.

But yeah, seriously, post your work here, so we can all bask in the future greatness.
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« Reply #3 on: July 13, 2008, 09:21:30 AM »

And when you write, post it here and let the critics here(myself included) eat you alive. Grin  Then send your good stuff to magazines and other publishers.  If you can get published, your foot is in the door, you can send portfolios to universities and game companies and the rest is just experience.

But yeah, seriously, post your work here, so we can all bask in the future greatness.

Hey, you don't read my stories... Cry

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« Reply #4 on: July 13, 2008, 08:57:05 PM »

Well I think a long cinematic is all fine and dandy as long as it has bits of gameplay intermixed with it. Resident Evil 4 did something like that and I think it worked out quite well..Just a little tidbit.
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« Reply #5 on: July 14, 2008, 03:39:06 AM »

Oh I agree. God of War also did that kind of stuff, and if you listen to David Jaffe, the creator, he says that if he could change one thing about the industry, it would be to make video games more interactive in their story telling. He acknowledges that video-games and movies are different arts and thus different narratives. When you're playing a video-game, you're actively involved in the story. You're interacting with the environment and characters. That's what's fun about it. I agree with Jaffe. Why would you want to take that away just to show us a cool little cinematic?

That's why games like RE4, the God of Wars, and especially the Half-lifes were so successful.
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« Reply #6 on: July 14, 2008, 11:25:04 AM »

Just something I threw together while listening to some music. A sketchbook concept I guess you can call it.
Seaside ghost. In which you play a highly in-tune recluse with the ability to detect those from the outer realm as well as those in the living. Those left among the world of the living are souls with either a sense of regret, betrayal, or anger. As a past criminal of a false crime you are left to hide behind society with your only friends being these souls. As you age though you begin to sense an alteration in the world around you. You begin to get flashes of a world riddled with rot and decay and yet again a world of pristine society. Around the same time two groups of those clinging to the world begin to whisper to you much more often then usual. The regretful and the betrayed. The regretful beg you to better the world for their misdeeds while the betrayed urge you to make the scorn of the world to pay for their misdeeds. The line isn't black and white though because years of pain has left both with somewhat twisted scopes of reality and it takes careful deciphering of their scattered thoughts to conclude how it would effect the world. As the betrayed may push you to kill a highly known criminal which would benefit the world, but at the same time it may simply be a jealous spouse wishing for you to destroy the offspring of their betrayer. In the same the regretful may wish for a certain individual to get a boost in life, yet it may not always be for the most desirable of persons or even the correct person at all. It all depends upon the protagonist/antagonist to put together this cryptic equation to form this little seaport town into the society they wish for. May it be that of his absolute power in a destructive or prosperous world, may it stay the same, prosper, become self destructive him while staying in the background as he always. 
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« Reply #7 on: July 14, 2008, 11:27:18 AM »

Oh I agree. God of War also did that kind of stuff, and if you listen to David Jaffe, the creator, he says that if he could change one thing about the industry, it would be to make video games more interactive in their story telling. He acknowledges that video-games and movies are different arts and thus different narratives. When you're playing a video-game, you're actively involved in the story. You're interacting with the environment and characters. That's what's fun about it. I agree with Jaffe. Why would you want to take that away just to show us a cool little cinematic?

That's why games like RE4, the God of Wars, and especially the Half-lifes were so successful.
Well I figured a game that would be seems tailor-made for quick time events would be the Metal Gear Solid cut scenes. Since Snake has always been a acrobatic combatant I figured it would slide in quite well, you know?
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« Reply #8 on: July 14, 2008, 12:11:24 PM »

Well I figured a game that would be seems tailor-made for quick time events would be the Metal Gear Solid cut scenes. Since Snake has always been a acrobatic combatant I figured it would slide in quite well, you know?

But he doesn't, and we don't get to. Instead we sit and watch the cinematics for forever. This is because Hideo Kojima is good at making movies, not games, in my opinion. I liked the Metal Gear Solids, but the parts enjoyed the most were the ones where I was playing. Smiley (And Raiden sucks)

Devil May Cry 4 suffered from that, too. Just listen to Yahtzee talk about the first cutscene.
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« Reply #9 on: July 14, 2008, 12:45:33 PM »

But he doesn't, and we don't get to. Instead we sit and watch the cinematics for forever. This is because Hideo Kojima is good at making movies, not games, in my opinion. I liked the Metal Gear Solids, but the parts enjoyed the most were the ones where I was playing. Smiley (And Raiden sucks)

Devil May Cry 4 suffered from that, too. Just listen to Yahtzee talk about the first cutscene.
Well I am impressed that you also enjoy Yahtzee Croshaw, but still could you comment on my concept? I have a small case of monkey on my back.
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« Reply #10 on: July 14, 2008, 04:37:12 PM »

It has a lot of potential. From just my initial reading, I could foresee this being a game like Condemned or Bioshock. I'd imagine it being a first-person game, as to shift the focus onto the souls rather than yourself. The player is not occupied with their image, but their thoughts and deeds. It'd be interesting to see this concept put into play.
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« Reply #11 on: July 14, 2008, 08:09:06 PM »

Well I was thinking of mixing the character adaptation in terms of appearance from Fable, a bit of Bioshock, but of course it wouldn't be as hostile. I would also add a bit of Assassin's creed in that no matter his actions there would be something about him that would make him very unappealing and perhaps even provoke violence against him or fear. Not sure what yet...But you commendation will push me to go farther into this concept.
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« Reply #12 on: July 15, 2008, 01:36:32 PM »

Hmm...I just had a thought: what would the game be like, in terms of mechanics?  It's a good story concept, no doubt, but what would set it apart from other games in terms of actual play?  Does the player have a gun?  A sword?  Or is it more of an RPG game with development of skill sets and whatnot?  Or an adventure game where you have to collect things and figure out complex puzzles?

Speaking of game mechanics, if you're going to start writing for video games, from concept to actual development, you should probably have an idea as to how the game would be put together.  That means learning how to code and how graphics programs work, at least in a basic way.  I don't know how much experience you have in those areas, but you could always use a little more if you plan to go into that industry.

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« Reply #13 on: July 19, 2008, 07:59:04 PM »

Yeah I have a whole no idea. If you could give me some links to some basic tutorials. Or should I stop by Barnes and Noble and look for a book? In terms of game concept I was actually considering going in the polar opposite of a testosterone laden manly man, but instead either moving towards a lithe, eccentric individual that played out with quite a few conversation puzzles and such that would let you get close to whomever you needed to, whether it be to help them, tell them something vital, or do something gruesome. I mean I wouldn't want to make him incapable of combat, but I was thinking of focusing it more around someone who could do so in subtlety and stealth and wouldn't last long in a direct conflict. This is just some quick brainstorming, but I like the idea. I mean I'm looking at my little stack of game cases and I can bet you that about 80 percent of them are filled with combat hardened supermen, except for maybe Silent Hill 2. I'm not sure how the spirits would come into play, they could possibly assist you in one way or another. Whether it be through direct action, hints, or enabling special abilities of some-sort.
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« Reply #14 on: July 19, 2008, 08:06:49 PM »

I would really like if I could get into contact with someone over a source such as a messenger. That way I'd be able to pitch ideas and perhaps they could help lead me along? I tend to get stuck with a severe case of writers block now and again.
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