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scenarios vs. stories   Message List  
Reply | Forward Message #6787 of 9187 |
RE: [gamedesign-l] scenarios vs. stories

With 4X games, stories form a minor part of the game. The game basically
takes a scenario, and the interesting part is how it develops from there.

> -----Original Message-----
> From: Brandon J. Van Every [mailto:vanevery@...]
> Sent: 16 January 2005 00:34
> To: Gamedesign-L
> Subject: [gamedesign-l] scenarios vs. stories
>
>
> They're not the same. A scenario comes from the brain of a programmer /
> engineer. A *story* comes from a writer / dramatist. Lotsa extra
> things are required: character, plot, pace, conflict, resolution. And
> most importantly, a focus, a point. Scenarios make good backstories,
> but they simply aren't the nuts and bolts of "Why are these events
> happening? Why should the reader care?"
>
> I have consistently failed to come up with a story for Ocean Mars. I've
> taken several stabs at it. And, I'm not a complete literary idiot.
> I've read books on screenwriting. I spent years watching movies about
> things "possibly related" to Ocean Mars, like other Martian colonization
> movies, or near future space movies, etc. I spent a lot of time in the
> early days doing collaborative improvisational writing, in the form of
> freeform PBEM RPGs. Granted, those were about The Game Of Mallor and
> The Game Of The Immortals, not about Ocean Mars.
>
> Most recently, I've *really* tried to deal with it, instead of shrinking
> back into more tractable problems like planetary display and combat
> systems. (Emphasis on 'more' tractable: I find combat systems a
> terribly difficult question.) I've got pages and pages of stuff in
> notebooks on "what is this about?" I've been reading "Red Mars" by Kim
> Stanley Robinson, which is about colonizing the real Mars. All sorts of
> things go wrong. It's got everything a Sid Meier's Alpha Centauri fan
> could hope for, and in fact the book was on Brian Reynolds' recommended
> reading list.
>
> But has all this effort helped me? Yes, in a negative sort of way.
> I've realized a couple of things:
>
> - when you have tons of possible ideas to deal with, you write a novel.
> A long, rambling novel. That'll give you sufficent room to put all that
> 'chrome' in. A preoccupance with chrome will alleviate you from some of
> the plot burdens, if not all. Put another way, people like big books
> for all the details they contain.
>
> - when you are sworn, as a matter of Game Designer decision, to have
> your game finishable in 5 hours, you're going to have problems tackling
> a detailed subject. It's more like a screenplay. Screenplays are much
> shorter than novels, they have far less stuff in 'em.
>
> - I have no emotional investment in the *story* of Ocean Mars at all.
> I've never cared about it like I'd expect a true sci-fi writer to.
> Namely, "Gosh, wouldn't it be great if we could all get to Mars!!!" I
> merely synthesized a realistic scenario for my "Civ-like" game. And
> sometimes, I think "sci-fi" concerns get in the way. For instance, I
> really don't want to deal with orbital mechanics and orbital combat.
> I've been trying to write a cultural simulator ala Civ, not a dropship
> simulator.
>
> A screenwriting friend of mine in LA observed, whatever we're stuck on
> in our own lives, comes out in our writing. For instance, a friend of
> his was writing a screenplay about a pizza delivery guy. It's comical,
> he goes through all kinds of madcap antics, but they only happen because
> he's a complete pushover and always does what other people tell him to.
> This exactly mirrored the real life hangups of the screenwriter. He was
> a doormat. Probably the only way he is going to solve the structural
> problems of this main character in his screenplay, is to face up to
> being a doormat in his own life.
>
> So what am I stuck on? Certainly, a preoccupation with "realism for its
> own sake" has hindered me. For instance, back when I was trying to
> render Mars at 10 km/hex, 1.5 million hexes! Drove me into all but
> bankruptcy, it did. I never resolved the combat system because I wanted
> realism in that too. Now I'm sidestepping that issue, but that's a
> subject for yet another post. "Perfectionist tendencies" are definitely
> part of my problem. I want to make an epic cultural work, not just an
> expedient set of game mechanics...
>
> There is probably an underlying emotional issue here. Like, I don't
> wish to feel ordinary, so I undertake monumental problems which may not
> actually be tractable. There may be further hangups, but I'll let
> someone else play shrink on that.
>
> Fortunately, I have some workable plans going forwards:
>
> - I'm sidestepping the issue of story for now. I'm going to write an
> abstract game, as a stepping stone to Ocean Mars. See yet another post.
>
> - I've almost finished reading "Red Mars," and it hasn't inspired me to
> say, "Ah yes, now I know what my story is and how it needs to work!"
> But I still have "Guns, Germs, and Steel" to read. It's factual, about
> why some continents ended up with advantages over other continents.
> Covers 13K years of human history. Maybe this will give me a story.
> Maybe it will tell me, once and for all, that my story is impossible.
>
> - My actual emotional investment was in "The Game Of Mallor" and "The
> Game Of Immortals." I played those out as RPGs. *Far* more tractable
> to write stories for them, so maybe I will deal with them as stories
> someday. The main reason I didn't take 'em on is production difficulty.
> They'd need lotsa 3D animation, or else possibly a King Of Dragon Pass
> type treatment. At any rate, they're artwork intensive projects.
>
> So my warning is, you have to figure out what you care about. If you
> care about bullets or points, you won't have any problem... I'm speaking
> to those Game Designers with an "artistic" temperament.
>
>
> Cheers, www.indiegamedesign.com
> Brandon Van Every Seattle, WA
>
> "The pioneer is the one with the arrows in his back."
> - anonymous entrepreneur
>
> --
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> Checked by AVG Anti-Virus.
> Version: 7.0.300 / Virus Database: 265.6.9 - Release Date: 1/6/2005
>
>
>
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Sun Jan 16, 2005 12:59 am

johnludlow_uk
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Forward
Message #6787 of 9187 |
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They're not the same. A scenario comes from the brain of a programmer / engineer. A *story* comes from a writer / dramatist. Lotsa extra things are...
Brandon J. Van Every
vanevery0
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Jan 16, 2005
12:33 am

With 4X games, stories form a minor part of the game. The game basically takes a scenario, and the interesting part is how it develops from there....
John Ludlow
johnludlow_uk
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Jan 16, 2005
12:59 am

As the you both say, a scenario is the 'market positioning' (cough) and a story is entirely optional, or dependent upon the game that is being made. I think...
Ben Gonshaw
ludologist
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Jan 16, 2005
3:57 pm

From: Ben Gonshaw ... I'd be careful about the sweeping use of the word 'natural'. For instance, what about all the flight, submarine, and tank simulators? ...
Brandon J. Van Every
vanevery0
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Jan 16, 2005
10:52 pm

Ben wrote: ... One obvious example is that in anything but a gigantic Civ map, Britain is a scraggy little island, and no place to start an empire from! ... ...
Gerry Quinn
gerryq@...
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Jan 17, 2005
1:06 pm

From: Gerry Quinn ... Until you are reminded of the abstractions. The main reminder, which drove me to Herculean feats of trying to devise realistic combat...
Brandon J. Van Every
vanevery0
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Jan 17, 2005
8:16 pm
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