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Topic: Interactive story

trimard
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Joined: 2009-03-05, 22:40
Posts: 230
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Widelands-Forum-Junkie
Location: Paris
Posted at: 2009-04-15, 21:47

Ok it might be a stupid and bad explained idea, I recognise it face-smile.png

The actual background story is being wrote by differents people who wants to help. And it is a good thing :).

But recently I had an idea:

  • The background story is'nt prepare at all.

  • We organize a game contest and every player will have to use an only tribe.

  • The winners became so the chief of the tribe with wich they won.

  • Now we use the background map (Nasenbaer said he was doing one)

  • Every player (so chief of their tribe) will have to choose were to expand.

  • Every player will have to justify their action (need more food, need more terytory, want to escape).

Well somethings like that...

After that those player plays againts themselves and with the result of the battle we would be able to who win territory and who lost.

Need to be more explain a little but well in the concept what you people are thinking about that? (Sorry for my english^^)


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SirVer

Joined: 2009-02-19, 15:18
Posts: 1445
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Location: Germany - Munich
Posted at: 2009-04-15, 22:42

Aaah. I didn't get it. What is it you plan to do? Do you suggest that the story evolution should be determined by some players who represent each tribe?

!SirVer


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trimard
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Joined: 2009-03-05, 22:40
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Posted at: 2009-04-15, 23:51

yop exactly that the point.

It would make the game more... human.. More realistic face-smile.png ?


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SirVer

Joined: 2009-02-19, 15:18
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Location: Germany - Munich
Posted at: 2009-04-16, 09:26

Ahh, I do not want realism in my games. I want a good story. The idea is very creative, but I doubt it would make widelands better.


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death

Joined: 2009-04-13, 13:09
Posts: 40
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Pry about Widelands
Posted at: 2009-04-16, 10:21

If any of you have played caesar 3, theres something similar available. At the end of each quest you can choose your next direction or quest, either more militant or more economy and expansion based... I think widelands stories could benefit from such choises:)


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Nasenbaer
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Joined: 2009-02-21, 18:17
Posts: 828
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Posted at: 2009-04-16, 11:02

Well I am sorry, face-confused.png but I am against it. My reasons are as follow:

1) Current campaigns are already community created, f.e. the basic story of the third barbarian campaign:

  • was written by Bastian Rapp
  • Wolfpac improved the Story, wrote a lot new messages and created the basic events and triggers
  • I created the map and added some more events and triggers
  • And already some people of our community spend good ideas how to improve the map.

So to conclude: The map is community developed, where the community works together to get a good campaign map, but your idea sounds like it would be community generation with some people working against each other and from my point of view that can't make things better...

2) The ideas of these people would surely very fast lead to wishes, that can't be implemented at current state (events, triggers missing) or even can't ever be implemented as they are to complex. All my experience in creating campaign maps shows me, that you often need to change things slightly (and sometimes even bigger) to get the story in a functional map.

And:

3) my biggest point: I see no problem in creating creative stories - there are already quite a lot around - the real work is, to create a full functional scenario map. So this "contest" would simply lead to more and more stories but definitely not to new scenario maps...

@ death:

I don't know if that's what you think of, but I already plant to make the third Empire campaign having to ends: The player needs to expand and has the chance to get an alliance with one of two barbarian players - depending on which player he is choosing, the story evolves differently and the end point would be a different one, so there would be two possible next camapign maps, but only one will be revealed.

Of course if the player plays th map again the other might be revealed as well, but I think you get the point, didn't you face-wink.png

Edited: 2009-04-16, 11:03

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death

Joined: 2009-04-13, 13:09
Posts: 40
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Pry about Widelands
Posted at: 2009-04-17, 09:08

@Nasenbaer IT is pretty much what I was thinking of:)


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Lachu

Joined: 2009-03-01, 16:19
Posts: 12
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Pry about Widelands
Posted at: 2009-04-19, 16:55

I have better idea(but I don't playing Widelands Campaign - sorry I Widelands have this idea realized).

I prefer to move resources/specialist into new map. When we win the battle, we can go to next map. We can also stay to assembly a resource. We can connect my idea with scout report, like on destination point we would have many stones.

Other think is add new type of campaign, where we can go to previous map and establish connection to new(send resources). It's like Theocracy game.


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Nasenbaer
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Joined: 2009-02-21, 18:17
Posts: 828
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Posted at: 2009-04-19, 20:09

well all your points would theoretically be possible - but just theoretically... face-wink.png

Of course you are right and it sounds quite nice to have such a system :), but I doubt that an open source game like widelands will ever have enough programmers to completely realize such a "meta world" where you can connect all your already build up economies...


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