Showing posts with label storytelling. Show all posts
Showing posts with label storytelling. Show all posts

Wednesday, October 5, 2011

Time-Traveling Gnomes


I had what may be an awesome idea. It takes place in an alternate history earth where several key points in history went differently and have severely impacted the future. Why did these events happen differently? Because a gnome (like a garden gnome) invented a time machine and accidentally screwed it all up. Now, it's up to your band on gnomes to use the time machine to go back in time and set events straight. Armed with a history book and your diminutive stature, you have to set history right, for better or worse.

The idea first came to me as an gnome-based RPG. I was trying to come up with a good hook for a gnome RPG and was having trouble. The trouble with such small gnomes is that they aren't disposed to grand, heroic acts because of their size.

Speaking into Joan of Arc's ear to guide her to action.

Ensuring Hitler meets his end.

Being the second gunman.

Acting as Einstein's inspiration.

The gnomes can debate and examine these points in history. If they aren't sure that what they've been sent to do is the right thing, they can look for evidence that maybe it is. They can choose not to do it and see what they outcome is. They get to remold the world from these critical points in time, setting new and different events into motion. Changing history.

Monday, June 27, 2011

Companions: Storytelling in Team Ico games

Wrong kind of companion
People look at the Team Ico games and try to find connections to prove that they're all in the same universe. They'll talk about boys with horns, art style, etc. There is, however, a common thread in the gameplay which I feel is what makes the stories in these games so powerful, despite the lack of dialogue. Each game features a companion. In this instance, a companion is a character that stays by the main character's side throughout the majority of the game.

Why would they make all of their games this way? I think it's because it really has a powerful effect on the story. In ICO, your goal is to escape from the castle with Yorda, the daughter of the queen of the castle. The Queen plans to use Yorda to extend her own life. Yorda is mostly useless, only occasionally being able to help by magically activating certain doors. When plalying ICO, I felt a strong need to protect Yorda as if she were my younger sister. That's a bond that I never have with the main character of a game, who I'm used to seeing die. That's one reason that I, as a player, got pulled into ICO's story. Yorda's constant presence and vulnerability made me want to protect her, giving me a stronger connection to the universe and its events.