More Storyline Updates
I’ve made pretty massive progress. The story is all but complete, but I’m having trouble connecting some parts in the middle, which is a traditionally difficult area of scripts.
I realized that the problem I’m having is mainly with the subplot, and that the reason there’s a problem is that my subplot really sucks.
Weak Subplot
(Spoilers Follow.)
Since the game is about love, the subplot explores love. In its current form the subplot is this: Kōtiro is betrothed to a man she doesn’t like. She has a lover that she wants to be with. The tension is between Kōtiro’s duty to her people to honor the betrothal versus her commitment to love and her lover. The idea is that her struggle with this personal problem will inform her quest to achieve the story goal.
This is an acceptable subplot for a lot of stories, but it makes no sense in the context of the world ending. The overall story goal is to stop the universe from being crushed, so a question about betrothal is utterly moot. Questions about the way things are done, which is kind of what the subplot is for, have one answer: stop the world from ending at all costs.
So the subplot is unacceptably weak.
A better Subplot
The changes I’m considering now bring in a plausible alternative point of view.
Ingo, the man Kōtiro is betrothed to, functioned as the the skeptic and contagonist, which means it was his job to deflect Kōtiro from the story goal. In this iteration, Ingo deflects Kōtiro by being a whiny pain in the ass. He just flapped his jaws a bit, and Kōtiro ignored him every time. It’s weak because he never takes any action and his point of view isn’t believable. There is no plausible alternative to saving the world, jaw flapping or not.
Meanwhile, Aroha is Kōtiro’s lover, and she functioned as the reason and love interest, but she was too weak also. She could never really be plausibly present with Kōtiro to influence her, and it didn’t make sense for her to be the “reason” archetype.
The answer is to flip things around.
- Ingo is still the skeptic, but he’s also reason now, and he’s no longer betrothed to Kōtiro. He might be her brother or other relative. He will support Kōtiro but express disbelief at her plans (think of Han Solo in Star Wars).
- The contagonist is Aroha, who now represents the emotion archetype, and remains the love interest. Remember, the contagonist isn’t opposed to the story goal per se, like the antagonist is. The contagonist is a source of temptation, luring the protagonist away from the story goal for their own reasons. In this case, Aroha has an opportunity to present the only plausible alternative viewpoint.
- I’ll emphasize a thread that I’ve had all along, which is that Kōtiro is an outcast among her people. Tolerated, but not liked by most.
- I will make Aroha an extremely likable and well-drawn character, the type you root for in the movie.
- I will then kill her brutally and senselessly, and with Kōtiro present for all its wretched pathos.
- Some time later Kōtiro will find herself in the underworld, and she will find Aroha there. The world ending will kill all life, but will leave the underworld basically untouched.
There Aroha will beg for Kōtiro to stay with her. Why does she fight for all these people who don’t even like her? Why doesn’t she just stay with Aroha, for ever and ever, in the underworld, and let come what may in the upper world? Why make it her problem, when she can just ignore what’s going on above and live in peace and happiness down below?
- Complete the first draft. I don’t know how long it’ll take. It depends on how well the new subplot meshes, but I suspect it’ll go well.
- Duplicate the draft pages. I want to leave the first draft as it is. In fact, I already don’t like how much history has been erased in terms of the evolution of the characters and script. I think it’s hugely valuable not only for the creative process but also for students who come later and want to see how something like this is created. So I’ll duplicate the pages in the first draft, to create a second draft that I can work on without disturbing what used to be there.
- Write second draft. Everything in a first draft is a structural element. It’s like building the frame of a house. The put the beams and brick in place, but don’t worry about finishing the floors or anything, because that’s what the second draft is for. You get to hang the drywall, and put in light fixtures. You make the house livable. I’ll be adorning the script with the appropriate depth and detail that’ll be hung on the structure of the first draft.
- Tweak the scene graph. After the second draft, all the scenes of the game will be pretty much fleshed out, and that’s when I’ll look at the intensity graph to make sure the pacing is going to be about right. I’ll make whatever tweaks are necessary to fit the plot into a nice rhythm. It’s worth mentioning that most of this careful planning will go right out the window when I’m faced with the reality of the working game. It’s worth at least understanding what I’m shooting for, even if it’s not where I end up.
- Storyboard. Each scene will be completely fleshed out by this point, so I can begin the process of storyboarding all the shots and interesting gameplay moments. This will help me later when I need to build the art assets and animations. It’ll also help bring the script to life in a serious way, and maybe earn some attention, which is one of my goals for this project.
That is a plausible temptation for Kōtiro. She really could make that choice, even with the world ending. So that’s what I’ll weave.
Site Improvements
I needed a couple new tools for writing that I built into the site.
Intensity Meter
If you look on the main storyline page, you’ll notice red bars under each scene. That bar represents the intensity of the scene (in my case, the intensity of the gameplay action, not necessarily the emotional intensity). When the scenes are complete and fleshed out, and each has an intensity assigned, I’ll make the data into a pretty graph. This way I’ll be able to tell if it follows an appropriate pattern of cycling through intense/less intense scenes and escalating until the end.
All in One Story Page
It’s extremely useful to have each scene on its own page so that I can focus on it and rearrange it when I need to, and keep track of meta data about it. However, when you’re trying to read the story all the way through, and really understand the context of the scene, it would be nice to have a view of the script that’s complete from top to bottom.
That’s why I built this page: All in One Story Page. That page has the latest script from top to bottom, so you can read it all the way through.
Moving Forward
Here’s the plan moving forward:
At that point I’ll have a complete storyline to build from. I don’t expect to do all of that before moving on to other elements of the game though. The story doesn’t have to be completely done to build many of the assets I know I need, including character art and environmental pieces. Still, it helps to have a direction and know how all the moving parts work together, which is why all this work and planning are worth it!













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