Strangers Tips
Strangers Tips
Strangers Tips
By
K. Jared Hosein
(a.k.a. Strangeluv)
TABLE OF CONTENTS
An Introduction / PRELUDE.............................. 3
Embarrassing........................................... 59
2
AN INTRODUCTION / PRELUDE
though I will also try to write a little for those who want
very bad story scripts for your games. Story may not always
can. And within that possibility, the chance lies that your
springs, all the nuts, bolts, wires, are all in place and
3
prepare yourself to do this. One last thing to keep in
So here we go.
4
SUPPLEMENTARY MATERIAL:
"Well, it's all right," you might think, "My God! She
5
liked it so why didn't you? You only care about the market,
not art! You only care about art, not the mar—” at which
stories.
6
able to focus on the piece itself and do what needs to be
world.
2. Acquire patience.
7
is mere ego, and when it's based on carefully worked out
aesthetic decisions.
takes time.
patience, can give you faith that you can produce truly
original work.
direct you toward work that is both great and unique. When
learned that every writer has an inner voice which does our
8
anyone else, and ferries us to our unique vision. So how
ask, "How do you feel about it?" They say, "Well, I'm not
vision beyond the one that others already see. The same
problem can arise if others think the ending needs work and
way in writing, but they tend to speak all the more clearly
writer considering all the ways to make the piece even more
your journal so that you can give your inner voice a place
9
recorded, and you'll be able to knock off for the day with
10
PART ONE:
that if it's done again, you can recreate the same feeling
want that. You want your game to stand out, shine, rise
11
graphics may be. The only thing that can save you at this
the same. The plot is usually the same except that names,
12
protagonists banded together to take care of this
of personality.
started your RPG's when you were young and have had your
would you just want to finish your game because you've been
we were young.
13
It's also not going to matter how shiny the car is. It's
also not going to matter how much the car costed or took to
want to know why you built such a good car, and gave him
Don't make them climb too many mountains and scour too
Why not four? Not only is this less work for you, but
14
2. If you don't want to go small, at least make me feel
like it's worth it. The player does not wish to climb
15
want to see your character get what he wants to get or not
get what he wants to get. Your characters are the very life
of your game and your plot is the device that forces the
16
1. How different can epics be from each other? Aren't
less?
17
PART TWO:
jollies.
18
game. Mind you, this is not a rule because in writing,
when the resolution occurs and all the results play off
stated.
more and more, not reaching that climax yet. You cannot
change that.
19
You have to entice your players with your plot, almost
comes! And you better hope the reader is pleased with it!
And then you lie in bed and smoke a cigarette and this is
whatever.
20
his own mortality, goes on a quest to do so... somehow.)
SUGGESTIONS ON CONFLICT:
21
doesn't build tension among themselves? This could be
22
this. You have to use your own imagination for this
stick with one main conflict. You can always put sub-
plot is tiring.
reception?
23
3. And how would I go about doing this?
a game maker?
SUPPLEMENTARY GOODIE:
Here is a list from George Polti's 36 Dramatic Situations and related character
archetypes that could help you think up some conflicts
1. Supplication
* a Persecutor; a Supplicant; a Power in authority, whose decision is
doubtful.
2. Deliverance
* an Unfortunate; a Threatener; a Rescuer
5. Pursuit
* Punishment; a Fugitive
24
6. Disaster
* a Vanquished Power; a Victorious Enemy or a Messenger
8. Revolt
* a Tyrant; a Conspirator
9. Daring enterprise
* a Bold Leader; an Object; an Adversary
10. Abduction
* an Abductor; the Abducted; a Guardian
12. Obtaining
* (a Solicitor & an Adversary who is refusing) or (an Arbitrator & Opposing
Parties)
16. Madness
* a Madman; a Victim
25
17. Fatal imprudence
* the Imprudent; a Victim or an Object Lost
25. Adultery
* two Adulterers; a Deceived Spouse
26
29. An enemy loved
* a Lover; the Beloved Enemy; the Hater
30. Ambition
* an Ambitious Person; a Thing Coveted; an Adversary
34. Remorse
* a Culprit; a Victim or the Sin; an Interrogator
27
PART THREE:
giving the player things he needs not digest and it's going
28
bridge, it would be moving the story forward, even if we
meaning of the story — say, that you can try to bury your
tiring.
29
or going to lean against a wall or lie down, or drinking a
stand around and talk about how the Empire is going to fall
for more than five minutes. Then that should be the maximum
custom graphics.
the same time, expressing how they feel about what they're
FOCUS
You should try your best not to shift your focus to a bunch
30
characters, your problem is solved. At any point in the
interest me more than one who seems totally unlike me. Once
MOOD
When I say mood, I mean you have to know how serious your
31
Even if you choose a mood, don't forget that you can break
the mood whenever you want (but not too much) to achieve
just have to have the correct timing for these things. Like
if you're Mister Big T). Just find the right balance and
THEME
32
But don't toss it in your player's face. And don't make
comes after.
33
1. Would I like to endure cutscenes that last more than
characters?
34
SUPPLEMENTARY MATERIAL:
almost always tell when a writer has begun her story with
hit in the head with a two by four — yet are not fully
35
2. Thematic greediness. This is a common mistake made by
story, and you jump rapidly from one to the next without
lot, because then you can always stick into the next story
36
abruptly to the next theme. It helps to think of your
the reader fully feels the theme — even if the reader can't
articulate it. Endings are always hard, but when you have
ponder it.
37
5. You stare at the page or screen and can't figure your
out. Your two cures are time and reverie. Time just has to
barrel. You can glance to the TV now and then, but try to
38
PART FOUR:
Link and Crono need this) and putting more care into them
mage, white mage, blue mage, purple mage, green mage, time
this. I'm saying don't do this alone. You can very well do
the cute little blonde healer girl who giggles and titters
this.
39
1. Distinguish your characters from each other. Giving
40
they cry easily? Do they smash things when they
are?
41
2. Know how much to reveal and how much to focus. It's up
not be robots.
42
about – putting characters into situations and letting
43
5. SUPPLEMENTARY MATERIAL:
44
PART FIVE
one:
45
session, the better it will have to be, to keep the
46
these phrases into your dialog, you'll put
interest.
47
thousand references to the history of the game
absolutely necessary.
'push'?
48
5. The use of melodrama. Melodramatic dialogue is
same as melodrama.
49
7. Use of anime faces in dialogue (^_^). This is
visuals.
inspiration.
out from the crowd, or maybe you just want some of them to
50
fade in. Most people talk differently - depending on where
they live, where they come from, what class they are, what
that can affect how a person talks. The only advice I can
uptight scholar.
may use bigger words and speak more eloquently than a lower
talk like how you are going to talk if your dog just died.
You have a princess - she isn't going to talk the way you
51
do. Think about how a little boy, a barfly and a princess
were real? It's hard, yeah, but you have to spend a lot of
time imagining.
DIALECT:
at all.
the designer may have thought the thick accent had given
52
trying to convey.
the player.
could become
NPC DIALOGUE:
53
to an NPC and all he says is, "Good day," or "Armour shop
games:
54
3. Bring about comic relief or atmosphere. If an NPC does
'liveliness'.
55
to 'overhear' these conversations than the NPC
Little Tidbits:
56
can always control the speed at which the dialogue
don't just tell. This hooks the player more into the
story.
57
5. How long would a dialogue have to be before I start
58
PART SIX
created world does not have to match the real factual world
59
multitude of settings, e.g. cyber-punk, steam-punk,
honestly, but the designer should not only work with what
putting these things in, even though the designer needs not
force himself to. But why not surpass that? Why not let
your imagination run free and create your own creatures and
60
A BRIEF NOTE ON SCIENCE FICTION WORLD PLAUSIBILITY
to run with it. The key to doing this is making sure your
seem that far because the player can connect the 'present
61
theirs and there has to be some sort of human connection,
horsepower this super bicycle runs on, how many gallons per
everything.
62
Stay away from a lot of jargon in the beginning until you
are sure when the player can pick up all the jargon.
manual!
new world, like Tolkien's Middle Earth, where the world has
its own history, its own cultures, its own different types
63
people like totally outlandish cartoony type of fantasy
But there are two principles that I think could help you
64
people get married and divorced (they do!) and war is...
free rein and make up anything about your world. But it has
contract.
world?
65
2. The scope of the world. How much of this world, first
apple pie before you can cut the slice but you have to
66
4. A study of the general population. Who dwells in this
any clash? Are there any rival states? What are their
67
6. Detailed cultural characteristics. Already mentioned
the scope you are going into to know how much to delve
expose either.
is?
player can even get into the world and start moving around
about a world at first, but not for too long. If they are
68
kept curious, they will want to find out more. If they are
as the plot and crisis carries along and unfolds. You just
69
dystopia where the poor are forced to live in hunger and
the story and the how many slices of the world you are
will detach them from your game. The only time they want to
and boring.
70
But this does not mean you have to toss it all out.
compulsary.
DO: Know what your setting is, whether you are borrowing or
making one up, and know what your player is expecting when
you are creating this setting but do not let that limit
setting.
purposes.
71
DO: Be consistent with your world and the setting you have
foreshadow it.
tell.
72
DO: Know how much to expose depending on the scope of your
story and the nature of your plot and crisis. Do know what
sure the player will be able to realize what the terms and
jargon mean. The designer should also put some care into
what he names his people and his places. Not every Mountain
a deeper meaning.
introductions?
73
5. How important would cultural and historical
androids?
74
PART SEVEN
75
Mario games where the story was that Bowser kidnapped
information-giver.
76
4. Visuals over text. I don't mean to use fancy graphics.
77
rich in personality, make sure every line of dialogue
78
PART EIGHT:
CLOSING STATEMENTS
genres and concepts have been tried and tried and have
money in.
79
you can find, see what you can create. Any form of
games, and dig deep into your own imagination and see
drawn from many places. You just have to look beyond past
manuals.
For what would your game be if you only draw your ideas
80
want it to be lost within the hundreds of projects that
have been cut and molded along the same humdrum shape
right ahead. You have the right to make what you want to
But if you want what you make to have an impact, you have
81
packaged over and over again throughout amateur game
Would they enjoy it? If there is even one 'no' out of the
you truly believe you are getting the orgasmic 'yes, yes,
And you can take a rest. But not for too long. For
make.
- FIN -
82