Thursday, March 7, 2013

Plot vs. World

If you want to put games on sliding scales of x vs. y, one of these is definitely the Plot vs. World one. On one end, there's the sort of game that's almost like an interactive movie. There's not really anything to explore, and you have your plot in front of your eyes. On the other end, there's your sandbox, designed to let you do stuff. Plot may or may not be involved.

The Wide Wide World

I'll start with open world and sandbox games. There, the focus is on, as said, stuff to do. Plotless sandbox games, like Minecraft, don't really give you any goal. (I'm not counting the End, since that's basically just a vague goal and, honestly, you're in it for the blocks anyways.) And you know what, that's fine. Because the stuff you can do is fun on its own. It may not be fun forever, but it's fun for a while. But that's the far end of the scale. What do you do if you want your game to have a plot that's more than "you're here now, do stuff" or something like that?

Plot: the Game

Let's go to the other end of the scale. I don't have an actual, first hand experience example for this, but I'll just throw in To The Moon. This is plot. It's, in fact, an interactive movie made in RMXP. And it sells. Why? Go buy it, go watch an LP, go listen to the music. It conveys a story, and it conveys it well. But what do you do if you wander away from that end of the scale? You include gameplay, you numbnut! That's what a game does. Or does it?

The Middle Ground

In both paragraphs above I asked how one could move away from one side of this scale towards the middle. The reason why I didn't answer the first question in a snappy retort? Because adding plot to an open world is, in my opinion, harder than adding some world to a plot. Because in the latter case, you still have your red string. You can fork off a path, have it go through somewhere else and then go back. The sandbox is just that. Sand, sand and even more sand. Where do you start? Where do you go? And, the most important question...

Where's the damn plot?

So you have your game. You start out fairly simple, introduce your heroes and, maybe, your villains. You do some stuff, and then, bam, hello world! Now, in good open world games, you still have your red string, but don't need to follow it (which can lead to a bunch of other problems). In less than good open world games, you might end up with your string unraveling. Then you stand in that world and... have to look for the plot.

My king, my king, the front yard's on fire! I'll look at that in a week.
Now let's assume that we still have our red string to follow. Who tells us that we need to do so? No one, it's an open world game. We can do whatever the hell we want. That works for plots like traveling the world. It makes less sense if there's something really urgent going on. Like, to pick up my favorite example game, the big bad literally being on his way to the thing that lets him take over the world. This is not the time to catch up on your sidequests, but since this is an open world game, you can do so. If you couldn't, a part of you would be pissed off since you have stuff you want to do.

So much dilemma...

Open world yes, open world no, open world shoe. There's no one way to solve these problems. But what you do need to decide is what is more important to you. Do you want to tell a story, or provide the player with a world to explore? Can you tell this story through the world, or is it hinged on the characters? Do you really need to travel the world? Why would you want to visit a remote mountain village? There's many questions to ask yourself, but in the end you'll (hopefully) know where you want to go.

EFFORT!

Now that the dilemmas are checked off my imaginary list, there's some things to think about. Namely, what your effort goes into. I'm very tempted to use a tree (data structure) analogy, but that's not layman friendly. I'll go with a tree (plant) analogy instead.

Plot: Plot games are poplar-shaped. They don't branch out particularly widely, but they grow high. Boy do they grow high up. You'll have to put effort into tiny details that, at first glance, seem like they'll fly right over the players' heads. If you look closer, every one of these details adds to the whole thing. Simple gestures and speech patterns make characters unique without giving them a gazillion belts and hair that makes Saiyans look reasonable. Since you don't grow particularly wide, you can put more attention to other details, too. You don't have much world, so you'd better make it awesome.

World: World games are... uh, pretty much every other tree ever. They're not particularly high, compared to poplars, but they are wide. They've got a high amount of branches that easily grow wild, cross each other and do wonky stuff. Of course, I'm not telling you to leave out details. Of course you need good characters here too, but not every NPC in every backwater village needs to be a unique snowflake. Unless you're an absolute perfectionist/mad, you can copypaste character designs across the world. No one will care if two guys have the same hairstyle. No one will care if something looks similar somewhere else, unless it's too unique. There's a line, and it differs from game to game, but in general, you need to think on a larger scale. Look at our world. Look at the cultural differences. You need something to make the whole world worth visiting, and I'm not talking about copypaste dungeons. Little details, in this case, are already larger in scale. Give your villages traditions. Give them myths. Give them designs that are different enough to tell them apart, but similar enough to tell that this is still the same world.

The bottom line is that, in the end, restricting the player's access to the world doesn't mean less effort. It just means that you have to put more effort into the accessible part. This is one of these things that really just boils down to what you want to do with your game. Don't try to turn it into something it just can't be.

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