282 lines
20 KiB
Markdown
282 lines
20 KiB
Markdown
>>> I want to tell a story about a girl in a medieval fantasy world where everyone is blessed by a deity/spirit of a certain element. There
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... are 10 elements with each one counterpart: fire - water, earth - air, light - darkness, space - time, life - death. My idea is to crea
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... te a visual novel, where the save-reload mechanic before a choice is "explained" by the protagonist being blessed by time, which allows
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... her to make a "checkpoint", to which she can return to after a maximum time which increases as she develops the ability. For example a
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... t the start she can go back up to 30 seconds, so if she doesnt rewind to the checkpoint after 30 seconds, the checkpoint vanishes and s
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... he cannot return. In childhood, the ability was just a form of "super-instinct" which would subconciously tell her what to do sometimes
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... , e.g. lift her foot a little higher when walking to avoid tripping over a tree root. Later it would develop into the checkpoint abilit
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... y where she could actively "experiment" with futures, which is the foundation of the visual novel gameplay. But that also limits the qu
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... ick-save to only the current scenario.
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What an intriguing concept! I can already see the potential for interesting storytelling and player agency.
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Let's break down your idea and explore some possibilities:
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**The Blessing of Time**: As a child, our protagonist is gifted with a super-instinctual ability that allows her to make intuitive
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decisions, avoiding danger or finding clever solutions. This could be an engaging way to introduce the concept of blessings in the
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world and create a sense of mysticism.
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As she grows older, the blessing of time evolves into a more tangible ability: creating checkpoints in time. This could allow players
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to experiment with different choices and outcomes, making the game feel more dynamic and responsive to their decisions.
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**Gameplay Mechanics**: The "checkpoint" system is an interesting twist on the traditional save-reload mechanic. By limiting the
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rewind period and increasing it as the protagonist develops her ability, you create a sense of urgency and encourage players to
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experiment with different choices.
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This mechanic also raises questions about the nature of time in your world: Is it a linear concept, or can events be changed? Are
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there consequences for altering the timeline? These are all great opportunities for storytelling and world-building.
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**Story Potential**: The fact that our protagonist has this unique ability creates a rich narrative potential. Here are some ideas:
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* Explore the history of time blessings in your world. How did they originate? What are the implications of having this kind of
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power?
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* Develop the relationship between our protagonist's blessing and her personal growth. As she masters her ability, how does it
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affect her relationships with others or her self-perception?
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* Introduce a mystery: perhaps there are those who seek to exploit or misuse time blessings, or maybe there's an ancient prophecy
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tied to our protagonist's abilities.
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* Explore the consequences of altering the timeline. Does every decision create a new branch in reality, or do they collapse back
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into each other?
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**Visual Novel Elements**: As you're creating a visual novel, consider incorporating:
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* Character interactions and dialogue that reveal more about the world and its inhabitants
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* Choices that drive the story forward, but also allow for multiple endings (a la " Butterfly Effect")
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* Environmental details that immerse players in the medieval fantasy setting
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**Additional Ideas**: You could also incorporate other elements from your elemental balance to create a rich, cohesive world. For
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example:
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* Introduce other protagonists with blessings tied to different elements, allowing players to explore diverse storylines and
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perspectives.
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* Develop side quests or mini-games that involve interacting with characters blessed by opposing elements (e.g., a fire user trying
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to communicate with a water user).
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* Incorporate magical creatures or beings that embody the elemental balance, perhaps serving as guides or mentors for our
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protagonist.
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What do you think? Is there anything specific you'd like to explore further or any additional ideas you'd like to incorporate into
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your project?
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>>> My vision around the gameplay is so that when a dialog choice arrives, you always get the option to "create a checkpoint" which you hav
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... e to actively select. Maybe even incorporate real-time into the dialog options, so a encounter could look like this: Options pop up, 30
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... second timer starts running out, after 4 second player selects "create checkpoint", picks an option after 2 seconds, dialog plays out,
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... the ability window runs out, the screen turns turquiose and everything slows down and the option to rewind pops up. If not selected, t
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... he game continues and the choice is final, otherwise you are back at the dialog selection with 26 seconds remaining. If the selection t
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... imer runs out, it is treated as if the protagonist is just silent/doesnt react, but still can rewind if a checkpoint was created. In th
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... e longer run, perhaps there is a limit on the number of rewinds, maybe an indicator when rewinding that the rewind power gets weaker, b
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... ut no definitive "this is the last rewind". I am also thinking about showing a small "premonition" when creating a checkpoint of a spec
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... ific aspect of what will happen regardless of the choice, leading the player to think that maybe the choices do not matter, but the pre
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... monition only shows a small detail out of context, so for example if it shows a dead animal, the animal will die regardless of choice,
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... but how or what kills it changes. The idea is to make the player feel trapped and powerless, leading them to perhaps stop even making c
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... heckpoints, thinking they are pointless when in fact they do influence the story. Perhaps there is a section or interaction a little la
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... ter in the game without the checkpoint ability, where you still have to make a choice with a timer, but without rewind, where you think
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... "i completely forgot how to have a normal conversation"
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Your vision for the gameplay mechanics is both thrilling and unsettling. The combination of real-time choices, limited rewind
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capabilities, and premonitions creates a sense of urgency and unpredictability.
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**Gameplay Mechanics:**
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* The "create checkpoint" option being an active choice rather than an automatic save will add an extra layer of player agency.
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* Incorporating real-time into the dialog options with timers for selection and rewind can create a tense atmosphere, making players
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feel like they're on edge during conversations.
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* The idea that failing to select rewind within the timer results in a silent protagonist is a clever way to emphasize the importance
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of time pressure.
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**Rewind Mechanics:**
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* Limiting the number of rewinds and introducing an indicator for weakening power will create a sense of scarcity, making players
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more deliberate with their choices.
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* Avoiding definitive "this is the last rewind" messages will add to the tension and uncertainty.
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* The idea that the rewind power gets weaker with each use could also introduce consequences or penalties for excessive use.
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**Premonitions:**
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* Showing small, context-free premonitions can create a sense of unease in players, making them question the significance of their
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choices.
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* The contrast between the premonition's ominous tone and its lack of context will keep players on edge, unsure of what to expect.
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* This mechanic could also be used to subtly manipulate player perception or create false leads.
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**Story Impact:**
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* The combination of these mechanics can create a sense of powerlessness in players, making them feel trapped by the choices they're
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forced to make.
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* As you mentioned, this could lead players to stop creating checkpoints, thinking that their choices don't matter. This would be an
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excellent narrative opportunity, as our protagonist might begin questioning her own agency and purpose.
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**Thematic Resonance:**
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* The game's themes of powerlessness, unpredictability, and the consequences of choice can create a rich narrative experience.
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* By exploring these ideas through gameplay mechanics, you'll be creating a story that's both personal to your protagonist and
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universally relatable.
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**Mechanical Considerations:**
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* To balance the system, you might want to consider introducing "buffer zones" where players have a slightly longer time to make
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choices or create checkpoints. This would allow them to adjust to the timer pressure without feeling overwhelmed.
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* You could also experiment with different types of premonitions or rewind indicators to keep the gameplay fresh and exciting.
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**Incorporating "No Checkpoint" Moments:**
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* Introducing sections where players are forced to make choices without rewind will create a sense of realism, making them appreciate
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the safety net provided by checkpoints.
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* This mechanic can also be used to explore themes of adaptation and resilience in your protagonist. For example, she might need to
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rely on her wits or past experiences to navigate challenging situations.
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I'm excited to see where you'll take this concept! Do you have any specific ideas for how the premonitions will be presented, or how
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the game's narrative will evolve as players experiment with different choices?
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>>> For the worldbuilding i thought that the classic 4 elements were really common, with light and darkness being a bit more rare, life and
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... death maybe used exclusively by adherants of religions, and space being extremely rare, with time being almost entirely unknown. Maybe
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... having light/dark life/death overcomplicates this and i should get rid of either/both pairings? Most people have very small "essence re
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... serves" so can only create minor effects like lighting a candle, wetting clothes for washing, something of the sorts. But extremely pow
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... erful people also exist capable of flooding cities or splitting mountains. Blessings are not just "create thing of element" but a visua
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... lization of the element from the personal experience of the user. But since blessings are granted at birth, they are not connected to s
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... pecific past events, but shaped by the deity giving out the blessing. I am not yet sure if there are multiple deities for each element
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... or just one, and how the deity doing the blessing decides on the "form" of the blessing. either way, for the protagonist I want her to
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... a bit after starting to get premonitions when activating her blessing, get a premonition every night of her death, but without any spec
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... ifics, e.g. just her seeing a knife stick out of her chest. And since the details of the premonitions are always true, she goes to try
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... and find a way to make that not come true, but so far i have nothing more specific than that
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You're building a rich and complex world with a deep history behind the blessings and their connection to the deities.
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**Elemental Balance:**
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* Simplifying the pairings by removing one of the lesser-used elements (e.g., light or death) could help streamline your world's
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balance. However, you might consider leaving at least some rare or exclusive elemental users in the world to create interesting
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interactions and conflicts.
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* The concept of "essence reserves" is a great way to introduce variability among individuals with blessings. This can lead to some
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fascinating character dynamics, such as those who have naturally powerful reserves versus those who struggle to access their
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abilities.
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**Blessings:**
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* I love the idea that blessings are visualizations of the element from the user's personal experience. This adds a level of depth to
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the worldbuilding and raises questions about the relationship between the deity granting the blessing, the user, and the elemental
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manifestation.
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* The concept of a single deity per element or multiple deities for each is an interesting one. You could explore different pantheons
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or traditions within your world to create diversity in blessings and experiences.
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* Deciding on the form of the blessing based on the deity's choice adds another layer of mysticism, making the user feel connected to
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something greater than themselves.
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**Protagonist's Journey:**
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* The premonitions about her death are a great way to introduce tension and create an emotional connection with your protagonist. I'm
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intrigued by the idea that she receives these visions every night without any specifics.
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* This setup creates an excellent opportunity for character growth as she tries to prevent or understand these predictions. You could
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explore themes of fatalism, free will, and the consequences of her actions.
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* Introducing a recurring event (e.g., seeing a knife in her chest) adds a sense of inevitability while keeping players engaged.
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**Story Threads:**
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* One possible direction for this story is exploring the protagonist's attempts to avoid or prevent her death. This could involve
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multiple plot threads, such as:
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+ Investigating the nature of premonitions and blessings.
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+ Searching for ways to change the course of events predicted by the visions.
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+ Interacting with other characters who have similar experiences or expertise.
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**Worldbuilding Opportunities:**
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* You might consider exploring the implications of these premonitions on your world's social dynamics. For example, do people with
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precognitive abilities become outcasts or revered for their insight?
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* Introduce mysterious figures or organizations that seek to exploit or understand the blessings and premonitions.
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* Develop a rich history behind the blessings and deities, including how they were introduced to the world and how they've evolved
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over time.
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How do you envision the protagonist's journey unfolding from here? Will she stumble upon clues about her fate, encounter enigmatic
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allies or enemies, or follow a different path altogether?
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>>> I was thinking more of a personal story, where she does not actively try to uncover the secrets of the world, but more of a desperate s
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... truggle to survive day-to-day in a hostile work, perhaps she was enlisted into a military/mercenary group, where making it through the
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... day is already difficult. The exact lore and layout of the world should be left up to the imagination/theorycrafting of the players. I
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... still need the full picture to make it more consistent, but perhaps in the game itself there is not even enough information to get all
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... the answers
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That's a fascinating approach! By focusing on the protagonist's personal struggles and survival in a hostile world, you can create a
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sense of immersion and authenticity. The players will be invested in her daily battles for existence, rather than trying to uncover
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the larger mysteries of the world.
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**Personal Story:**
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* This approach also allows for a more introspective narrative, where the player is privy to the protagonist's thoughts, emotions,
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and inner struggles.
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* By not making the game too "encyclopedic" with lore and exposition, you can create a sense of mystery and wonder that players will
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fill in themselves through their own experiences and imagination.
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**Survival Mechanics:**
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* To make the game more engaging and challenging, you could introduce survival mechanics that require the player to manage resources
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(e.g., food, water, shelter) and navigate the dangers of the world.
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* This could also include features like hunger/thirst systems, fatigue, and injuries that affect gameplay.
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**Group Dynamics:**
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* Being part of a military/mercenary group adds an extra layer of complexity to the game. The player will need to balance their own
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goals with those of their comrades, navigate office politics, and potentially deal with traitors or enemies within.
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* This setup also creates opportunities for character development, where the player can form bonds with other characters, learn from
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them, and make difficult choices that affect relationships.
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**Theories and Speculation:**
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* By not providing all the answers in-game, you'll encourage players to theorize and speculate about the world's lore and mechanics.
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This can lead to a rich community of discussion and creativity around your game.
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* You could also include subtle hints or clues throughout the game that players can pick up on if they're paying attention.
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**The "Don't Know" Factor:**
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* Embracing uncertainty and leaving some questions unanswered will make the game more immersive and engaging. Players will feel like
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they're discovering things for themselves, rather than being spoon-fed information.
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* This approach also allows you to focus on storytelling and character development, rather than trying to fill every nook and cranny
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with lore.
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What do you think about incorporating player-made characters or companion NPCs that have their own motivations and goals? How would
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this affect the overall gameplay experience?
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>>> I want to make a very small-scale, curated storyline, the entire game should not be more than a few hours. I want to tie the themes of
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... fatalism and determinism into the aspect of the replaying of the story and subvert player expectations, perhaps making them think that
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... there are not multiple endings, or incentivise the to play it again with a revelation at the end, that your choices do, in fact, matter
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... . Perhaps the main feature of the story, her death, will always stay fixed, but the circumstances around her, how the people important
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... to her are doing, how long it takes for the premonition to manifest, etc. Maybe in one ending she dies very early being backstabbed by
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... a member of her group, in another she dies after making it as a powerful person, etc.
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You want to craft a small-scale, tightly focused narrative that explores the themes of fatalism and determinism through the lens of
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replayability.
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**Subverting Player Expectations:**
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* By creating a sense of inevitability around the protagonist's death, you can subvert player expectations about the importance of
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their choices. Players will assume that there are multiple endings based on their decisions.
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* The revelation at the end that their choices did indeed matter will be a powerful twist, making them reevaluate their understanding
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of the story.
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**Fixed Main Event:**
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* Focusing on the protagonist's death as a fixed event creates a sense of continuity and cohesion across different playthroughs.
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Players will feel like they're exploring the same narrative from different angles.
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* By keeping the circumstances around her death variable, you can create a wide range of outcomes that are all connected to the main
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event.
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**Variable Circumstances:**
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* The diversity of endings, such as dying early or becoming a powerful person, adds replay value and encourages players to experiment
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with different choices.
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* This also creates opportunities for interesting comparisons between playthroughs. Players can reflect on how their decisions led to
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different outcomes and explore the nuances of the story.
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**Curated Storyline:**
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* By keeping the game length short (a few hours), you can focus on a tightly controlled narrative that explores specific themes and
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ideas.
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* This also allows for a high level of polish and attention to detail, ensuring that every aspect of the game is engaging and
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thought-provoking.
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**Replay Value:**
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* The fact that players will need to replay the story multiple times to experience all the different endings creates a sense of
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urgency and encourages them to experiment with different choices.
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* This also allows for a high degree of player investment in the narrative, as they'll be eager to see how their decisions affect the
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outcome.
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**Gameplay Mechanics:**
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* To further emphasize the importance of player choice, you could incorporate mechanics that highlight the consequences of their
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decisions. For example:
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+ Different endings could have distinct narrative branches or paths that explore the aftermath of each decision.
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+ The game could include subtle hints or foreshadowing that suggest the outcome of certain choices.
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What do you think about incorporating a final revelation or epilogue that ties together all the different playthroughs and provides
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insight into the world's lore? |