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After some discussion with various people about storybuilding and indie game creation, I have finally started reading The Web Game Developer's Cookbook as of yesterday. Hoping once I do all the exercises to create a demo of what a game version of Starbound would be like, which will consist of what I currently have of the fanfic to start with. Will figure out what to do once I host that on YouTube, before I actually do so.

For the record, though, I still do plan on seeing the fic through. Even though my writing style is somewhat simplistic, that format is still easier for Chelle to work with when she critiques something, and there are also conversations that wouldn't really be necessary for a game (such as at the beginning of chapter 2). Even though Shigesato Itoi did commission someone else for novelizations of Mother 1 and 2, and even gave almost total leeway to do what she wanted with them, this fanfic is not something I'd delegate to anyone else. (Especially since I do particularly like the recurring references characters make to something usually undefined that stinks (whenever the anime's writers lack anything else to open a scene with), as well as most characters' frequent use of the word "totally" (which is mostly in the anime's English dub).)

-----

Marie has come home for the holidays. I went with Brian to Moe's to meet with her and her friend Courtney. Waited for them before getting in line.

I ordered a John Coctostan quesadilla while we were there. Brian didn't want anything, having had a bagel just an hour earlier, but I did let him have my nachos.

Went to the liquor store at Sunshine Square once we left and Courtney went her own way. Didn't actually get anything after looking around there.

Date: 2019-07-17 10:30 am (UTC)
From: (Anonymous)
Chelle:

that format is still easier for Yincira to work with when she critiques something,

What do you mean with that? I'm pretty sure I've never indicated that it's easier for me, if anything, it makes it more difficult to pay attention since it's not very engaging.

Date: 2019-07-17 10:31 am (UTC)
From: (Anonymous)
No being into video games does not impair my ability to understand non-prose stories. How do you think I watch movies or read scripts, transcribe them to prose first?

When I crit prose I mainly pay attention to the story, but also to the writing. If I'd crit it in another format, concritting the story would still be the same, as would concritting the dialogue. Redlining would be more difficult in a demo, but you can just send me the script for that.

It might actually be useful if you write the story in script format first, and then transfer it either to prose or video.

Date: 2019-07-17 10:33 am (UTC)
From: (Anonymous)
Still doesn't make sense as an argument to keeping going with the fic in prose. Why'd you finish the game before asking for concrit anyway? And I'd be reading the battles in prose too.

That's why I alternately suggested that I just send you clips containing more relevant stuff.

If you're going to send me cutscenes, send them all, not just the relevant ones.

If that would work for you, I'm sure I could do that too.

This isn't for me. You're going to need a script for the game no matter what. Otherwise you'd be going in blind, and might end up doing stuff you change your mind about later.

there are also conversations that wouldn't really be necessary for a game

If they're not necessary for the game, they're not necessary for the story in prose format either. Just throw it in as a bonus scene. The benefit of games is that people can skip cut scenes, and you can mark them as bonus or as plot relevant.

Date: 2019-07-17 10:33 am (UTC)
From: (Anonymous)
Yeah, I understood that already.

Your first argument up in the entry was about me not playing video games, which only made sense as objection if I'd have to play it to get to the cutscenes (or demos, whatever you call them). That's what I responded to.

Date: 2019-07-17 10:39 am (UTC)
From: (Anonymous)
probably fight stuff along the way (that being one of the points of a video game but redundant for a fanfic)

Why? Do you plan to make the game so poorly or the story so paper thin it needs filler battle like that just to have something happening?

Not to mention that, since that was the middle of an ongoing conversation, it would likely be awkward to have the player just moving along an otherwise eventless rest of the path home and then have some dialogue come out of nowhere.

They're actually sharing relevant information that's logical to give at that time, so why wouldn't you do that in a visual format at that time? Put it in a cut scene, if you don't want to program it happening while the player walks.

The thing is, while games that even are divided into chapters at all are usually divided into a handful which each cover an entire arc (as we've seen with Mother 3), fanfiction has to be divided into way smaller chapters than that. This is why one has to pick and choose how to begin and end each individual chapter in such a way that might not be necessary for a game.

Are you familiar with the therm visual novel or interactive comic? None of that supposed barrier dictating those formats is actually physically enforced by the universe. Heck, Homestuck got huge on being both a comic and a game at the same time, its creators just experimented and it worked.

Point being, you may be taking way too much hay on your fork by trying to do everything. A game is going to require you to do lots of pixel art for environments and programming, and you're not the fastest writer either. You can do a game with those self-imposed limits, you can do a more freestyle quasi-novel/comic game, you can do it in prose. Pick one and focus on it.

Speaking of the backgrounds of the game, have you tried pixel landscaping yet?

Date: 2019-07-17 10:42 am (UTC)
From: (Anonymous)
You said yourself once, that all those non-plot-related battles that one fights in an RPG should be skipped in a non-interactive format. Or something like that during the summer of 2010.

How does this answer my question? It is your choice whether or not you design a game to include filler. You could choose to allow the first forest area to have enough option to level up to beat the boss of that section or reach the location where they get the info, instead of having it take twice as long to get to the plot point at the house. Leveling up = logical, but it doesn't need to be spread out as long as possible when it makes no sense. When they backtrack the exact same route they came from, why would it suddenly be occupied by enemies strong enough to provide fresh challenge when they weren't there before?

On that topic, how long do you intend the game to last anyway?

If I understand correctly, the point of all those battles is to see how far you can get towards the next point in the story without running out of supplies and dying. Isn't that what makes the challenge of an RPG in the first place?

You plan to make it an RPG? I didn't expect that since you never mentioned anything about multiple storylines, you made it sound like it follows a set single story. There's not much role playing if everything can only go one way. Or does RP stand for something else in video gaming community?

Was assuming I'd hire others to create stuff while I be in charge of actually programming everything.

Before doing anything at all on a game, check whether you have the money for that and get a rough estimate of how much locations you'd need.

Date: 2019-07-17 10:44 am (UTC)
From: (Anonymous)
Why can't you? In the fic you don't have them encounter more powerful enemies between the forest and the house because it doesn't make sense. Why would you put it in the game when there's plenty of option before and after for leveling up?

Since it's going to have the same story, most likely the same length as the fic (at least plotwise).

No, I meant the time of gameplay. It's not likely to be the same as the time it takes to read it.

Date: 2019-07-17 10:45 am (UTC)
From: (Anonymous)
Isn't it boring/irritating to do after you leveled up and they're not a real challenge anymore? The one game I played required loads of mook killing and put a cap on power level once you became too strong just to keep it from being too easy to beat them, and you could take the cap off and the mooks left you alone so you could revisit areas without being swarmed by minor battles when you needed to be somewhere for another reason.

Anyway, I get the point about random encounters and world building, but putting a whole stretch of that between the start of the plot/quest explanation and the finish of it seems a good way to annoy. Maybe add a sneak option to avoid mooks or something?

Date: 2019-07-17 10:46 am (UTC)
From: (Anonymous)
Jake:

In the game, the reason why there are randomly violent dogs, snakes and crows around Onett is because Giygas can only affect the minds of animals at the time, rather than that of evil villains. Even then, however, they're only common in the wild, as once you reach Onett you have to deal with the Sharks - and although defeating them doesn't remove the animals from the area, by the time you can reliably defeat the Sharks, you're too strong and they start running away and such.

Honestly, I think here the problem is that you don't know how to work with random encounters.

Starting here.

Date: 2019-07-17 10:47 am (UTC)
From: (Anonymous)
Jake:

Okay, here I am...

Chapter splitting: loath as I am to bring up Magus523's work, because I don't like it any longer (at least not his NEW work, his older works are decent enough), his structure is always solid: from where the chapter starts (let's say the last part of Evrai in BoF2), find out where the next major boss is (Habalk), write towards that direction, see if any event in the meantime causes a significant change in circumstances (Rand's mother/Ryu's father), where you'll either stop the chapter because you need the event to be significant (Rand's mother) or proceed on because its denouement is brief now (Ryu's father), and upon reaching the boss, finish its denouement (escape from Evrai), give the story a visible direction (go to Gate) and start from the first step.

Cutaways: it wouldn't be a bad thing to have a cutaway to the character there if she's going to be a relevant character, since it means the audience grows interested in her. It would be just as valid to do what you didn't do and simply build up the interest through the other characters' talking about her, as long as the actions were valid.

'Filler battles': in a story, using random battles (to some degree) is useful to display how stronger the characters are from their past versions, while a game uses random battles to allow for leveling up since it's harder to program individual actions to render XP (which is why most games just reward you for killing things).

Not only that, but having monsters and such things expands the world you're trying to write, even if most of them don't appear. It doesn't matter that in a Xenoblade novelization the heroes don't fight every monster in every part of the Bionis, but their very existence allows for mentions and interesting possibilities.

...but that's my view, anyway.

Re: Starting here.

Date: 2019-07-17 10:48 am (UTC)
From: (Anonymous)
Chelle:

I wasn't talking about random battles in general, I know those aren't filler. I was talking about one particular example regarding pacing.

Re: Starting here.

Date: 2019-07-17 10:48 am (UTC)
From: (Anonymous)
Chelle:

Sure, but I'm not likely to have much useful to say aside of the thing about pacing.

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