The new forums will be named Coin Return (based on the most recent vote)! You can check on the status and timeline of the transition to the new forums here.
The Guiding Principles and New Rules document is now in effect.

Can't get an ending for my game. What now?

GazpGazp PortugalRegistered User regular
Hey there good people of the PA forums! I've been lurking around this forum for way to long, and now I find myself in dire need of some help for this project of mine, so what better time to start posting?

I'm on my last year of university (Design and Multimedia Communication), and as the final solo project I decided to make a videogame. Been at it for a month or so, learning Actionscript 3 + Flixel from scratch, and now that I have the main gameplay mechanic well defined, it's time to start working harder on the story and style of the game. At this point my main issue is what to do with the story, since on the graphic department I've already started drawing some of the elements and have a good overall idea of what I'm going to do. The bigger problem is that I can't start developing art assets or more code without having a solid idea of what to do story wise, so I really need to finish this part so I can get to the next phase of development.
Now, let me just give a quick run-down of the game:
1- since this is only a 4 month project (and the first time I'm developing a game), I can't make something incredibly long, so the game will be short. Think the length of a single long Super Mario level.
2- the main mechanic I talked earlier, and developed from scratch, is the player's movement. That means I've been working on a specific feel I want to achieve with the running and jumping. Focus on large scale traversal (ex: Prototype), something I really don't see all that much on sidescrolling platformers. Also, no enemies, no powerups, no points. Just the character, the scenario and the platforms.
3- at least for now, my main idea is to never use text during the game besides the title. Convey all the story through the graphics and gameplay.

These guidelines might seem a bit weird, constrictive even, but I think they will help me build something interesting and different. But unfortunately this leads to me having some problems creating a full (even if short) story around them. I have loads of developed ideas on how to characterize and present the character and the world to the player, but finding a good ending, a twist that in a way validates the rest of game, is kicking my ass.
While I have created scripts and storyboards for video shorts, animations and the like before, it is the first time I'm making something were I have so many constraints. What I am ultimately asking here is if you can help me on this creative process of making a decent, interesting short story while managing all the rules and constraints that come with the technical side of a game. I think I might not be looking at it from the best perspective.

Posts

  • ceresceres When the last moon is cast over the last star of morning And the future has past without even a last desperate warningRegistered User, Moderator Mod Emeritus
    If you are looking for ways to get inspired, that's cool.

    If you want someone to help you write your ending, that's not and I'm going to close this thread.

    And it seems like all is dying, and would leave the world to mourn
  • The EnderThe Ender Registered User regular
    1) Why do you feel you need a twist at the end of the story? Why not just give a straight-up resolution?

    2) It;s difficult to do a fiction brainstorming session without some points of anchorage. What genre(s) are you exploring? What themes are being struck? Is this a typical plot with a central protagonist, or something more like a series of vignettes?

    3) If you want to brainstorm the climax / conclusion in particular, I feel we need details about the plot & build-up to that conclusion.

    With Love and Courage
  • TychoCelchuuuTychoCelchuuu PIGEON Registered User regular
    Just copy Thomas Was Alone. Nobody played that shit so they won't notice.

  • k-mapsk-maps I wish I could find the Karnaugh map for love. 2^<3Registered User regular
    Nothing wrong with a good old Aristotelian structure en.m.wikipedia.org/wiki/Dramatic_structure#section_2). Worked for Mario, so should work for you. How important is the story to how your work is evaluated?

  • SkeithSkeith Registered User regular
    It's a short game, it doesn't need a killer ending or something with a major twist. Just don't leave anything hanging; put the twist in the middle or something and don't leave any bits of plot laying unresolved.

    aTBDrQE.jpg
  • GazpGazp PortugalRegistered User regular
    ceres wrote: »
    If you are looking for ways to get inspired, that's cool.

    If you want someone to help you write your ending, that's not and I'm going to close this thread.
    To the second part, not at all! I don't need help writing it. Being so short, there isn't all that much to write anyway. What I'm asking is for creative processes to possibly get to that ending, or just ways to tackle the issue.
    The Ender wrote: »
    1) Why do you feel you need a twist at the end of the story? Why not just give a straight-up resolution?

    2) It;s difficult to do a fiction brainstorming session without some points of anchorage. What genre(s) are you exploring? What themes are being struck? Is this a typical plot with a central protagonist, or something more like a series of vignettes?

    3) If you want to brainstorm the climax / conclusion in particular, I feel we need details about the plot & build-up to that conclusion.

    1) Maybe it's related to the rest of the story I've managed to think about. Also, due to it's shortness, I thought that maybe it would be best to have some kind of twist, but you do bring a good point, why not something more straightforward?

    2,3) As I mentioned, I want to make a game where I don't explain anything directly to the player. For instance, Canabalt doesn't have anything resembling a plot, story or even character traits. But just by the few elements the game has, the player can create its own interpretation. I don't want to have something as abstract as that though, I'm thinking more on the line of a very simplified 3 act structure.
    I didn't want to reveal much about the game for the fear of being used by someone else, but I guess that is a stupid fear, considering the circumstances:
    Relating to the overall game, I think what I want to convey the most is the sense of freedom. To be able to jump high into the air, effortlessly, like you were dreaming. The character is human, female, with long fiery hair (this is more for the sake of the animation and to make it stand out from the rest of the game). The world is alien, yet with morphological parallels to the Earth (like in Another World, or Borderlands). Strange colours on stranger rock formations and vegetation based around Earth's less common phenomena, like the ones you find in Giant's Causeway or in Cappadocia, for example.

    Now that I showed more or less my graphical vision, maybe its best I try to make a short storyline of one of the ideas that look the best so far, so you can get a better idea. It could be called "Touch the Moon":

    You start outside a house on a mountainous area. As you start moving, there are other small buildings and man-made structures, but it all looks like it has been completely abandoned for ages. Everything is overgrown and partially destroyed. It looks like you are the only sentient life form around. You continue walking and jumping in this desolate area until through the mountains you get a glimpse of the sea on the background, stretching far into the horizon, and the Moon, huge and bright, almost touching it. After walking a bit more through the mountains, you start to get closer to the shore. You can only hear the waves crashing bellow, while atop the jagged rocks of the precipice. But you do see strange enormous rocks far ahead of you, sprouting tall from the ocean. It looks like to much of a jump to make, but you manage to reach the platform. As soon as you make contact with it, you hear a loud rumble below, as the platform starts going down into the sea, slow and steady. Luckily, there are more rocky platforms ahead of you, so you jump while there is still time. You continue jumping across the moving rocks with as much haste as possible, zooming through the sky for what it feels like forever, until you finally see it, the Moon. You jump in its direction until you finally touch it.
    The End


    I like the idea of having such a strange and alien place contrasting with the only thing immediately recognizable by the player, the Moon. Kind of wraps around the story and ultimate goal nicely. But honestly, I don't know. I like this kind of surreal, open to interpretation story, but I'm afraid this might be to weird for the game's sake.

    At this point, everything I wrote isn't set in stone, so I'm completely open to any ideas!

  • GazpGazp PortugalRegistered User regular
    edited March 2013
    ceres wrote: »
    If you are looking for ways to get inspired, that's cool.

    If you want someone to help you write your ending, that's not and I'm going to close this thread.
    To the second part, not at all! I don't need help writing it. Being so short, there isn't all that much to write anyway. What I'm asking is for creative processes to possibly get to that ending, or just ways to tackle the issue.
    The Ender wrote: »
    1) Why do you feel you need a twist at the end of the story? Why not just give a straight-up resolution?

    2) It;s difficult to do a fiction brainstorming session without some points of anchorage. What genre(s) are you exploring? What themes are being struck? Is this a typical plot with a central protagonist, or something more like a series of vignettes?

    3) If you want to brainstorm the climax / conclusion in particular, I feel we need details about the plot & build-up to that conclusion.

    1) Maybe it's related to the rest of the story I've managed to think about. Also, due to it's shortness, I thought that maybe it would be best to have some kind of twist, but you do bring a good point, why not something more straightforward?

    2,3) As I mentioned, I want to make a game where I don't explain anything directly to the player. For instance, Canabalt doesn't have anything resembling a plot, story or even character traits. But just by the few elements the game has, the player can create its own interpretation. I don't want to have something as abstract as that though, I'm thinking more on the line of a very simplified 3 act structure.
    I didn't want to reveal much about the game for the fear of being used by someone else, but I guess that is a stupid fear, considering the circumstances:
    Relating to the overall game, I think what I want to convey the most is the sense of freedom. To be able to jump high into the air, effortlessly, like you were dreaming. The character is human, female, with long fiery hair (this is more for the sake of the animation and to make it stand out from the rest of the game). The world is alien, yet with morphological parallels to the Earth (like in Another World, or Borderlands). Strange colours on stranger rock formations and vegetation based around Earth's less common phenomena, like the ones you find in Giant's Causeway or in Cappadocia, for example.

    Now that I showed more or less my graphical vision, maybe its best I try to make a short storyline of one of the ideas that look the best so far, so you can get a better idea. It could be called "Touch the Moon":

    You start outside a house on a mountainous area. As you start moving, there are other small buildings and man-made structures, but it all looks like it has been completely abandoned for ages. Everything is overgrown and partially destroyed. It looks like you are the only sentient life form around. You continue walking and jumping in this desolate area until through the mountains you get a glimpse of the sea on the background, stretching far into the horizon, and the Moon, huge and bright, almost touching it. After walking a bit more through the mountains, you start to get closer to the shore. You can only hear the waves crashing bellow, while atop the jagged rocks of the precipice. But you do see strange enormous rocks far ahead of you, sprouting tall from the ocean. It looks like to much of a jump to make, but you manage to reach the platform. As soon as you make contact with it, you hear a loud rumble below, as the platform starts going down into the sea, slow and steady. Luckily, there are more rocky platforms ahead of you, so you jump while there is still time. You continue jumping across the moving rocks with as much haste as possible, zooming through the sky for what it feels like forever, until you see it, the Moon. You jump in its direction until you finally touch it.
    The End


    I like the idea of having such a strange and alien place contrasting with the only thing immediately recognizable by the player, the Moon. Kind of wraps around the story and ultimate goal nicely. But honestly, I don't know. I like this kind of surreal, open to interpretation story, but I'm afraid this might be to weird for the game's sake.

    At this point, everything I wrote isn't set in stone, so I'm completely open to any ideas!

    Gazp on
  • DirtmuncherDirtmuncher Registered User regular
    edited March 2013
    Maybe the woman does parcour and is doing her morning run to work.
    Moral of the story: Even if our world is in ruins and desolate, you still gotta stay fit and work every day.

    Dirtmuncher on
    steam_sig.png
  • EntriechEntriech ? ? ? ? ? Ontario, CanadaRegistered User regular
    If you were still wanting to slide some sort of twist into the short narrative, why not play with the idea of whether the player's character is running from or running towards something? Giving one impression, then swapping to the other could be a fun turn.

  • k-mapsk-maps I wish I could find the Karnaugh map for love. 2^<3Registered User regular
    edited March 2013
    How about having the level wraparound, so you immediately end up where you started when you get to the end of the level. But each time you go back to the beginning some of the platforms are removed, making the level harder, more sparse and sad looking. Until you end up with a single platform with no place to go. Sort of commenting on replayability, and how the experience is slightly eroded with each playthrough. Yet, in fact, because it's actually part of the game, it has the exact opposite effect, making the game more challenging at each playthrough. So there is a strange tradeoff between novelty and content; where even the absence of a feature will actually make the game more interesting on following replays. A sort of swelling experiential negative space.

    k-maps on
  • grouch993grouch993 Both a man and a numberRegistered User regular
    edited March 2013
    If you are looking to expand on your game at a later time, give it something transitional but not necessarily final. Say reaching the end of your level it pans the axis and shows some view of the next challenge. So in your description, instead of jumping to the moon, just view it at wide angle and then maybe move the camera forward until it fills the screen? Touching the moon and fading to black might also work.

    Just need to figure out which ending method fits your vision of the story. If you are a collaborative thinker, or just need to state something to help you decide the method, asking here or chatting with friends might help.

    grouch993 on
    Steam Profile Origin grouchiy
  • GazpGazp PortugalRegistered User regular
    Damn, so many helpful replies!
    Just copy Thomas Was Alone. Nobody played that shit so they won't notice.
    Sad thing is, that would probably happen.
    k-maps wrote: »
    Nothing wrong with a good old Aristotelian structure en.m.wikipedia.org/wiki/Dramatic_structure#section_2). Worked for Mario, so should work for you. How important is the story to how your work is evaluated?
    I actually didn't knew much about that dramatic structure. For this game I've been reading up some more on the 3 act structure, as I mentioned already, and "The Hero With a Thousand Faces", but looking at other structures is a good idea.
    As for the evaluation, I don't really know what each part is going to weight, but one thing I'm sure, having some kind a story (instead of being an arcade game, for example) will be beneficial. But to be honest, I don't care all that much about that because I'm being evaluated by people that have never developed a game or have any decent interest in games besides acknowledging their value as a piece of design. Since I still can take this chance, I'm just making the kind of game I would like to play. And also, obviously trying to create something with quality for players to enjoy.
    Skeith wrote: »
    It's a short game, it doesn't need a killer ending or something with a major twist. Just don't leave anything hanging; put the twist in the middle or something and don't leave any bits of plot laying unresolved.
    Maybe I was forcing the idea of having some kind of twist to much on myself from the start because I felt that having that sort of structure on such a short game would make it better no matter what, and in the end give it more lasting power on the player's heads. But as you say, I should focus primarily on developing a complete story, even if short.
    Entriech wrote: »
    If you were still wanting to slide some sort of twist into the short narrative, why not play with the idea of whether the player's character is running from or running towards something? Giving one impression, then swapping to the other could be a fun turn.
    Actually, my first concept for this game revolved around the idea of being chased by this entity on the second area I mention above (the rocks on the sea part), but I hadn't really though about mixing the idea of running away/running towards. Need to think a bit more on it, but I like that idea!
    I did thought about this other story were the main character was running to the moon because she systematically explodes on a nuclear scale. She has to do this to avoid destroying her world any more, since all the destruction you see at the beginning of the game was actually created by her. The player would only understand that right at the end of the game. That sounds a bit like Phoenix from X-Men though...
    k-maps wrote: »
    How about having the level wraparound, so you immediately end up where you started when you get to the end of the level. But each time you go back to the beginning some of the platforms are removed, making the level harder, more sparse and sad looking. Until you end up with a single platform with no place to go. Sort of commenting on replayability, and how the experience is slightly eroded with each playthrough. Yet, in fact, because it's actually part of the game, it has the exact opposite effect, making the game more challenging at each playthrough. So there is a strange tradeoff between novelty and content; where even the absence of a feature will actually make the game more interesting on following replays. A sort of swelling experiential negative space.
    Damn, that does sound like an awesome concept! Right off the bat I can't think of any kind of story to use with it, but I believe that paired with the right one, this could work really well.
    grouch993 wrote: »
    If you are looking to expand on your game at a later time, give it something transitional but not necessarily final. Say reaching the end of your level it pans the axis and shows some view of the next challenge. So in your description, instead of jumping to the moon, just view it at wide angle and then maybe move the camera forward until it fills the screen? Touching the moon and fading to black might also work.

    Just need to figure out which ending method fits your vision of the story. If you are a collaborative thinker, or just need to state something to help you decide the method, asking here or chatting with friends might help.
    On the storyline I wrote above, in my head I just saw a simple cut to black at the point of contact between the player and the Moon, but maybe that is to abrupt? The last thing I want to do is leave the players with a bad taste on their collective mouths. I think your idea of having the player rather than the character "touching the Moon" at the end, by using the camera, is pretty interesting and could also work well. As for giving it a more open end for future additions, that's something I have thought about, but don't know how to implement it. Besides, at this point I have no clue if I'll continue this story or not, so maybe once I develop the game some more
    As for collaborating with others, I'll probably have better luck talking with you guys than with the few of my friends I can actually discuss this kind of thing with. It looks like they still hold back when it comes to feedback towards me and each other. Sometimes it feels like they don't don't want to tell me what's wrong, afraid of creating a rift on our friendship or something. I did fall on this mistake earlier on my studies, but not any more. That is one of the great things about a forum like this one: for the most part, people don't hold back.

  • k-mapsk-maps I wish I could find the Karnaugh map for love. 2^<3Registered User regular
    Have you played Dino rlRun? I thought it was amazing, even though the "story" is exceedingly simple. The same goes for Tiny Wings. Don't overthink it, its really more about the mechanics and feel of the game. Better to choose a really simple concept, and spend most of your energy on the actual game. It can be totally abstract as long as the mechanics are good.

  • GazpGazp PortugalRegistered User regular
    edited March 2013
    I have played, and yes, it is pretty great. Dino Run is another good example of the kind of game that doesn't really directly give you all that much in terms of story or character, but all its mechanics and style manage to do just that. For instance, besides the Title screen, the meteor right at the start is the only thing needed to make the player run forward. No pointing arrows, no text bubble advising you to run, just that ball of fire on the background and the fleeing dinos.

    Believe me, I want to spend most of my time on the way the game plays. If I end up with a game that feels good to interact with, I think I've achieved my goal. But as I said at the beginning of the post, my main problem is that I can't continue focusing anymore on the coding part for now (have been doing that for a month), without having a solid idea of what to do story-wise. I mean, I could, but then I would have to redo big chunks of the game once I have to change things on the story, loosing precious time.
    You are right though, all I need to do is to find a simple story that I'm happy with and think more about the rest of the game. Easier said than done, unfortunately.

    Gazp on
  • k-mapsk-maps I wish I could find the Karnaugh map for love. 2^<3Registered User regular
    edited March 2013
    I think the more abstract you go, the better your game will look given the time constraints you have to develop this thing. Although you might be an amazing artist, it's hard for me to picture you pulling off these natural landscapes you were describing in your first post in the time you have. Think along the lines of you're a circle peg trying to fit in a square hole or something. Or, someone needs to make a game adaptation of this: http://en.wikipedia.org/wiki/The_Missing_Piece_(book). Actually, that will be a perfect premise for a game like this. Wait, I should do this.

    k-maps on
  • GazpGazp PortugalRegistered User regular
    edited March 2013
    Forgot to mention that I'll be doing this with a pixel art style. Your concern is valid though (I'm not an amazing artist). I started by having this vision of a really detailed type of pixel art, something I always wanted to work on, but soon realized I had to follow a simple, more minimalist style because it is the kind of pixel art I'm more acquainted with, so I can work on it faster. I'm thinking of doing something a bit like Luftrauser (or the already mentioned Dino Run), in terms of its reduced pallet and monochromatic elements. If possible I'll try and expand a bit on those visual concepts though.

    And you should make that game :)

    Gazp on
  • RoyceSraphimRoyceSraphim Registered User regular
    Have you ever considered buying some action figures and playing with those to act out the ending? Its one thing to have the acts and dialog in your head, its another thing to hear it out loud and watch the actors move across the stage.

    steam_sig.png
  • GazpGazp PortugalRegistered User regular
    That's a pretty good idea! So far I've done a lot of drawings and storyboard bits to help me out on this process, but your method is probably better to figure out timings and such.

  • RoyceSraphimRoyceSraphim Registered User regular
    Yeah, I made a fallout mod and didn't playtest it as well as I could and skimmed the dialog to see if the mechanics worked right. It wasn't until I stumbled upon someone playing it and putting the footage on youtube that I realized how ......poorly my writing had been in the early stages.

    steam_sig.png
  • RyeRye Registered User regular
    You can try focusing on failure. Maybe the last 10-15 seconds of gameplay are slower, clunkier, and scarily contrast the freedom of the earlier parts of the game. Maybe it's a story about getting older and falling short of dreams (the common "reach for the stars, shoot for the moon" idea).

  • GazpGazp PortugalRegistered User regular
    Rye wrote: »
    You can try focusing on failure. Maybe the last 10-15 seconds of gameplay are slower, clunkier, and scarily contrast the freedom of the earlier parts of the game. Maybe it's a story about getting older and falling short of dreams (the common "reach for the stars, shoot for the moon" idea).
    You bring an interesting idea to the table, using ageing as a mechanic is something so rarely used or explored, I should have thought about it before. Degradation of gameplay experience related to degradation of life itself, really cool. Now that you mention it, I think I have a concept for a game about getting old scribbled somewhere around here...
    Somewhat related to this, I've been trying to find a mechanic that uses death in some interesting way, instead of going for the "you die, you go back to the last checkpoint" trope, but so far I haven't found anything I can use on this project though.

    While I was trying to work out the story I posted earlier, I wrote a new one. Well, sort of new, using what I already have but with both a different start and end. I think the way it is written right now, it's more direct and has a better, more final resolution for the game, wish is probably more appropriate for a short game like this.
    As characterization is concerned, both the world and main character remain mostly unchanged, the only addition being that you start on a futuristic city landscape: it looks like a dense forest of gigantic dark-grey skyscrapers. Slightly monolithic in the way they have almost no windows or other kind of notable features besides a couple of giant numbers painted at the top. Each building has at least one equally huge protruding pipeline from its side or top that leads a strange bright sludge (red, green, blue?) down into the depths of the city.
    (still working on the overall visuals for this city, but for now I'm thinking on something like this)

    (One of my teachers said I could try to write these in the first person, so I'll give it a try this time.
    I'm also going to copy some parts of what I posted before, if anyone new happens to want to read this.)

    Haven't figured how it is going to start exactly (like, right after you press START), but here we go:

    Gigantic buildings every way I look. Can't even see the sky from where I'm standing. Even if I could, it probably wouldn't make that much of a difference anyway, considering how heavy the smog is around this city. I keep on running and jumping through the building tops, bridges with speeding trams, and pipelines that descend deep into the bottom of the city, until I finally reach it's border. A deep moat separates the city and the outside desolate world. I leave the city behind with a long leap and continue onto the ruined landscape ahead of me (**this is the portion I talked about before, the mountainous area with overrun small buildings and no sign of life besides weird flora**). I note the pipelines from before, stretching across the mountains and pumping whatever material that was into the land. I continue traversing this desolate area until through the mountains, a glimpse of the sea on the background, stretching far into the horizon, and the Moon (**I figured it could be other thing than the moon, like an asteroid or just another planet, but lets call it Moon for now**), huge and bright, almost touching it. After walking a bit more through the mountains, I feel like I'm getting closer to the shore. I can only hear the waves crashing bellow, while atop the jagged rocks of the precipice, but a couple of seconds later, where before was nothing, strange tall rocks start rising slowly from the ocean, making the world tremble with a ear wrenching roar-like noise. I manage to reach the first platform with a jump, but as soon as I reach it, a loud rumble below! The platform starts going down into the sea! Luckily, there are more rocky platforms ahead, so I jump while there is still time. I continue jumping across the moving rocks with as much haste as possible, zooming through the sky for what it feels like forever, until I finally see it, the Moon. I leap in its direction until I touch it. (**cut to black on contact**)
    (**fade back; the character is standing on top of the Moon**)
    Nothing but the vast mass of this apparently dead celestial body. I reach into my pocket and remove a tiny seed. I place it into the ground. A couple of seconds later, a green sprout rises from the ground. Life starts again.
    (**fade to black **)
    THE END.



    I think the message and metaphor here are far simpler comparing with what I was trying to do before, but at least for now I won't explain any of the meanings, to see if it is as simple as I'm thinking. Please tell me what you reckon concerning not only the way the narrative is built, but also your own interpretation of the world, the main character and the story.
    As always, any tips or ideas are welcome!

Sign In or Register to comment.