Pure Miriam
Legendary Comrade
Shardbinder
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
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[TI1] "A new, vital heart, pulsing with the old blood." -IGA
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Post by Pure Miriam on Dec 9, 2015 3:09:44 GMT -6
If there is something i really like on most Igavania games, is context. Try to keep things inside a context and not out of place.
Magical itens for progression (relics) aren't there for nothing. The game explains that it's part of the original alchemist guild collection, things that they forged and got spread inside Gebel's castle when he destroyed the guild.
The shopkeeper is not a random merchant that happens to be there. It is a demon, called by Gebel, with a high inteligence that rebelled against his master and decided to aid Miriam by selling her what he found at the castle.
Keys that you need to collect to unlock doors aren't just "there". This kind of magical lock only works of you let the "key" to opening it at the same area (inside the castle), so, Gebel had to hide the keys inside the castle, otherwise the locks wouldn't work.
Zombies aren't roaming inside castle corridor because they are weak and the game need to start with weaker monsters. After the castle emerged, a lot of fierce warriors tried to invade it and got killed at the entrance, and the magical force inside the castle turned then into weak rotten corpses walking at the entrance to keep visitors away.
This thread is something like a broad suggestion, because i really hate (sometimes) when a game put things inside a context, out of nowhere. The "new" Castlevanias (Lords of Shadow trilogy) did that ALL THE TIME. "You don't have the ability to enter this area, return when you have the ability". And then you find the ability just because. No context. No explanation. It is just "there". Some Igavania games also did that sometimes, but in a lower proportion.
Of course i don't want to put 100% of the game inside a context, that is not possible. But i really want the dev team to TRY to keep most things inside a context.
I don't make this thread thinking about a discussion, i just wanted to point this out to the dev team. I don't know if many supports me haha.
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Post by crocodile on Dec 9, 2015 5:43:26 GMT -6
I can get behind some of these suggestions (like the origin of the inevitable relics or the demon merchant) though some of them seem cool but unnecessary. Like I don't think zombies in the castle corridor are something that need to be justified. Like any good writer(s), IGA will have to find the appropriate balance between fleshing out his world and make it seem like a real, living, breathing place and when to leave things alone to avoid overindulgence. I think most writers would die of old age is they had to fill in every nook and cranny but you are right in that you don't want to make things seem too video-gamey.
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Pure Miriam
Legendary Comrade
Shardbinder
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
Posts: 1,068
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Legendary Comrade
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[TI1] "A new, vital heart, pulsing with the old blood." -IGA
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Post by Pure Miriam on Dec 9, 2015 9:00:08 GMT -6
I can get behind some of these suggestions (like the origin of the inevitable relics or the demon merchant) though some of them seem cool but unnecessary. Like I don't think zombies in the castle corridor are something that need to be justified. Like any good writer(s), IGA will have to find the appropriate balance between fleshing out his world and make it seem like a real, living, breathing place and when to leave things alone to avoid overindulgence. I think most writers would die of old age is they had to fill in every nook and cranny but you are right in that you don't want to make things seem too video-gamey. Yeah, i know that. It is impossible to to justify everything. But somethings are good to make the world more colorful.
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Astaroth
Fifty Storms
What a wonderful night to have a curse...
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Post by Astaroth on Dec 10, 2015 15:02:04 GMT -6
I think some things need flavor text to give that awesome attention to detail, other things i think are better left up to your imagination
Hell, just look at all the theory and lore videos people have put out about the Legend of Zelda series, and a huge portion of the lore is implied and scattered about in little blurbs
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Post by Goobsausage on Dec 10, 2015 17:59:41 GMT -6
I like the idea of context and fleshing out details, but I'm not really interested in the little details behind everything. After all, the main explanation for why things often happen or are the way they are is "because it's a game."
With Bloodstained, all I really want to do is explore a giant maze and story/worldbuilding isn't as big of a deal for me. I usually get interested in little details because I like something (Star Wars) and I like the idea of having some sort of optional database that's not required for the game's story (Mass Effect), but when things are too connected to minor details/lore it can get in the way of the story where things go over the players head (Final Fantasy 13).
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Post by allooutrick on Dec 11, 2015 13:49:17 GMT -6
I don't mind if things go without explaination. Being able to form my own ideas about why things are with the knowledge of what already has been given to me can make things interesting. The souls games (dark souls, demon's souls) either had things on the side for you to find or just figure out. You could play those games start to finish not having a clue of what happened if you wanted to. But that much mystery is something that should be avoided in game design I think. Then there are games on the complete other end of the spectrum where it's story story story and you can't skip past most of it (final fantasy 10, mass effect) and I just want to get back to playing the game. Now these are all good games in their own rights but everything in moderation is the way I think it should be, including context. If a critter fluttering around a lamp in a basement of the castle is doing just that then I would wonder how it got down there. Maybe there's a large crack in the ceiling with light filtering through from the outside. Then I can assume it came from that crack. The game can tell me that itself but I don't think it would be necessary for a detail that small.
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Post by ghaleon on Dec 11, 2015 14:52:30 GMT -6
I think worldbuilding in games is really cool. Most games don't really have enough for me to even notice, but when I DO notice it, It's amazing. So it's just kinda something I like when it's there but if it's not no biggie cuz I'm used to not having much of it at all to begin with. Stories don't really matter to me for most games unless it's a visual novel or something. People say RPGs are for the story but frankly I find RPG stories are still pretty inferior to a good VN or real novel, and just isn't the draw for me. Frankly it kinda bugs me when people say RPGs are SUPPOSED to be about the story, I think it's an arrogant thing to say since I've been playing RPGs long before people who say that as a kid, and back when Iw as a kid, it was often about magical warriors saving the world by collecting magical stones form the evil bad-doom-awful guy or whatever... not exactly something with an inspiriing story =P
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