well, im not emotional AT ALL, i have never cried on a story, but... when i think on her... FeelsBadManidk are you an emotional person? is this the only story that makes you cry? does it make a difference if it's normal or not? i suppose if it's keeping you from working on your game then yea, might want to make some changes or something to yourself or the story but otherwise it's not really that big a deal.
and no, it doesn't happen to me, or at least it doesn't on SSRIs.
If game developers think "touching stories" mean "dead parents/love interests" or simply "overwhelmingly tragic and dramatic", then it's an awful habit. In doing that they think to be "artists" and "great storytellers", but are just plain unoriginal and lazy. Too many developers do that thinking most people give a fig about that while, in fact, it's the exact opposite. It's even worse when they do that with a game that is actually amied at young kids, as they did with Mario Galaxy 1, and i'm so glad Miyamoto put a stop to that with its successor. In all honesty, even if not directly related to the dead love thing, i have to quote Miyamoto when he said:Yeah, how dare games try to have stories, @Alessio. :'D
Though i'm less generous when it comes to considerations. At least, if they want to make "touching stories", what about trying something original and more elaborate? Writing stories is not as easy as someone might think, and thus it's quite easy to write an awful story, and this is one of the main reasons many storylines in games are literal trash. Personally, i'm more for the "less story, the better" approach, and Miyamoto even talked about building your own story and experience. It's very rare a storyline is as interesting as gameplay. Most of the times, storyline just ruins the fun of gameplay.These younger game creators, they want to be recognised. They want to tell stories that will touch people’s hearts. And while I understand that desire, the trend worries me. It should be the experience, that is touching.
Looking at the posting history of OP trying to find some hints for their story, i assumed they wanted to put Chernobyl or something similar in the same content, but i can't know that for sure.and Chernobyl (lol wut) isn't involved.
This is why I cry over some game stories. They are that bad.(snip)...and this is one of the main reasons many storylines in games are literal trash.
Agree. I'm surprised by it myself. (The number of games, not your disgust.) Either way, I don't feel tearful sadness over it. More anger and outrage toward the authorities.i'm so sick of all these games about chernobyl. there's been like, 8 this year. it's gotta stop
Well yeah, sure. Won't argue with that. Badly done sad stories are bad for games obviously, hahah.If game developers think "touching stories" mean "dead parents/love interests" or simply "overwhelmingly tragic and dramatic", then it's an awful habit.
Ah, okay. Makes sense, then. I was confused as to why you mentioned Chernobyl!Looking at the posting history of OP trying to find some hints for their story, i assumed they wanted to put Chernobyl or something similar in the same content, but i can't know that for sure.
lol, is this actually a thing right now?i'm so sick of all these games about chernobyl. there's been like, 8 this year. it's gotta stop
well, you are kinda right, in my games, there is no heroes or villains, you decide them, the protagonist is a hero for someones, and a villain for others, you must decide who to save, your sister (she is the only family the main character has) or save someone you have meet 5 years ago, she is the love of his life. The protagonist finds out that he can bring back his sister, but he must kill his belovedLe me guess: some hero's love interest brutally dies or the former is forced to kill her, and something like the Chernobyl disaster is somehow involved.
dude... its just a stage of 12...i'm so sick of all these games about chernobyl. there's been like, 8 this year. it's gotta stop
I'm planning on making a trilogy in where the first two games, both are playable, but in the third game, only the guy is playable cuz.... reasons... in the first two games you get along with your sister (or play with her) and stuff happens, and in the end of the second game, your sister decides to sacrifice for her brother because a war has killed like 99% of people in the world, she then builds the perfect world for his brother, no war, no murderers (and if there is any murderer, he or she gets executed (yea, too much anime ikr), after hundreds of years, he wakes up near a village in peace, and with very outdated tecnology (like the year 1500 in real life or stuff)No player is going to decide to murder his in-game waifu to ressurect his sister. I don't think almost anyone in real life would even do that. Killing someone is wrong, even if it's to do something good. Because of that, almost anyone would choose to do nothing because "that's just how things turned out."
Not much of a moral quandary for your game, hahah.
bah, when i announce the game, i will not by using this account, you will forget what happened here, and its going to be a long time when i release even the first game, i'm really looking forward to make these gamesOh no! You spoiled the ending for me :'(
I was looking forward so much of playing your trilogy...
He was being sarcastic, lol. He doesn't think you'll ever finish your trilogy, since we get hundreds of young kids in here a month talking about their grand plans for epic games and series, and then 99.999% of them give up without ever making anything worth playing, lol.bah, when i announce the game, i will not by using this account, you will forget what happened here, and its going to be a long time when i release even the first game, i'm really looking forward to make these games
pd: the sister of that guy is my main waifu
well, you are kinda right, in my games, there is no heroes or villains, you decide them, the protagonist is a hero for someones, and a villain for others, you must decide who to save, your sister (she is the only family the main character has) or save someone you have meet 5 years ago, she is the love of his life. The protagonist finds out that he can bring back his sister, but he must kill his beloved
Lots of people do, and this isn't just an "anime" thing. Marvel's Infinity War was melodramatic tripe, but it found huge mainstream success.Unfortunately, someone still thinks "everyone dies" is an interesting concept
And indeed Shadow was so bad it has been continuously bashed by everyone. As soon as it hit the mainstream, it showed the world how awful and cringey it is. Luckly, Sonic Colors made Sonic return to look decent, and i have a good memory of that game. I didn't play the ow the edge game but played Sonic Adventure 1 and 2: they're not only unpolished games that didn't age well, their storylines are also cringey as hell, especially 2. They should have stayed in the niche, but Sonic was too popular with the cooler 2D games.I mean, even your "too edgy" image macro comes from a ridiculously popular Japanese game series. This stuff isn't niche, lol.
I agree, drama is great, but the best drama is built on characters. Tragedy on it's own is just that, people are cynical and will not care about it unless they relate to the victims, otherwise it will just be 'ouch' and they'll move on.. time is better spent on making people care about your characters. I don't mean to suggest that Megax doesn't bother with their characters, I would assume otherwise, but I do think that they should set up the 'choose who lives' thing differently. There has been a big push towards forked narratives in games, but I think it's worth considering whether a single choice is better then two. Linear narrative gets a lot of complaints, but it is still generally the best way to tell a story. Megax, it's your story, honestly whatever we would choose as the player in your game isn't more important then the story you are trying to tell. I suggest either: 1, going with your gut as to what your protagonist would do and forcing one choice, or 2, making the choice more emotionally complicated. Choices are rarely so cut and dry - with the framework you have now, you can predict a lot of different player's choices pretty easily based on some common philosophies - pacifists will refuse to kill someone to save someone else, utilitarians will choose whatever saves more people total, and most of everyone else will just choose whoever they like more to survive. This is one of the problems with killing people in dramatic choices - it's too straightforward. But there is a huge spectrum of painful consequences for actions, of which death is a small fraction - I mean, if you changed it so it was 'your wife lives, but she is banished forever and you never see her again' or 'your wife lives, but with some nasty disease somehow', the ethical question changes, and there is more variety in the player's reasoning for the choice.I always find the saddest stories are the subtle ones. One's of little hope, or bitter sweet. Too much drama ruins any chance of any real connection or sympathy, and death is especially over used, and its used so much that it has little to no impact, even worse still when you have zero reason to give a **** about the character you are supposedly losing.