First things first: No, Sara the Shieldmage isn’t a dead project. I’m still developing for it, and am working on a rather short, interesting (for me at least) demo that I should have in the Weekly WIP thread soon. It may be the crown entry in ‘Shortest Demo Evar’.
Rather, I wanted to talk about what comes after that. Eastern RPGs are known for being mostly story-dependent, having a main questline that comprises most of the game, and pushes the entire experience along.
One small problem, for me: I keep writing stories/scenarios that suck. I’m to the point, where I’m ready to just say, “Screw story completely.” I’ll provide a initial hook for the overall scenario - maybe - and let the player find reasons to keep playing the game. I don’t find writing a game story enjoyable, partially because I don’t know what I’m really doing, and there’s little good information about writing for video games at all. My research went from being, “How do I write a story for a videogame?” to “Where do I find information on how to write a story for a video game?” to “Does information on how to write a story for a video game exist in a useful form?”
Because writing a story for the game has turned into a drudging, soul-sucking chore, I have some questions.
- Can I honestly call my game an Eastern RPG if I remove/seriously downplay the narrative?
- Given that I’m still using Eastern RPG mechanics and tropes, such as battle scenes/fight whooshes, an overworld, dungeons, towns, etc., what can I provide my players that will make my unorthodox Eastern RPG more palatable?
…and, failing that…
- The question I don’t ever want to ask, but I feel that I must - should I just abandon this idea? I don’t want to buy into the Banker’s Fallacy that I’ve invested too much to drop it now. It’s possible, not certain, that I’ve found a bad game idea, due to my personal degree of skill (in this case, lack thereof, in a single area.) That being said, it could be argued the other way - I’ve got the overwhelming majority of mechanics a JRPG needs, including NPC dialogue. The only thing actually restraining me, is knowing how to write a videogame story. If I overcome that, a Eastern RPG is doable.
These questions are equal part, “What do I?”, “How do I?”, and “Should I?” The feedback on an older demo mentioned that my game really captured the old-school RPG feel and that exploring the one continent was a good experience. All those questions put another way, what would I build that captures the strong points of said older demo?