I'm Bored - You guys want anything?
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
Just a quick revision.
Can you use the word "pseudonym" in place of the words "blanket term"?
It makes sense to me but, I don't know. Maybe there's a better word I'm confusing with it.
No 'psuedonym' is not a synonym for 'blanket term'. 'Pseudonym' means 'fake name' and more or less exclusively means a person's assumed name or fake identity. In 'blanket term' the 'blanket' means generic or over-broad. The use of a term in this way is called synecdoche, and Eponym is another term that means a generic category whose name was taken from a historical specific person or object.
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
Quote: Original post by sunandshadow
How are you defining storyline depth and storyline simplicity? Does depth equate to plot complexity? Or theme? Wideness of scope (where scope = # of characters * size of setting)?
All of the above.
I'm just wondering if maybe downsizing my story to revolve only around key elements will make it better and more... Versatile.
Because I can't write all of it.
I'll be forty before I finish the first episode.
Anything describable as an episode should really not take more than a year to write, and probably less than 6 months to do a first draft of. Have you tried one of these 'first draft in 30 days' or 'book in a month' type things? The important thing is to get a rough draft out, however crappy, then edit it into shape.
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
I've split the story into episodes, basically key events.
They change the universe in a way.
The story is big and I want people to sort of give people a feel for the magnitude of the events by writing it from different perspectives. But even from about 2-6 character's viewpoints, this thing is impossibly huge.
I'm suprised my brain can contain an entire functioning universe, let alone try to make things co-exist in it.
And I have done those things as writing exercises. I've been writing this thing for a while now and well, it's sort of a collection of all of my previous good ideas morphed to fit in one good one, because there were so many plot elements left open for adaptability I couldn't help myself and now I'm so attached to them truncation is no longer an option.
Just like my run on sentences.
It's sad really, that all of this is just festering around in my head.
Maybe if I become a pinata it wall just fall out?
I don't think I could write an essay that said much about the average gamer because I don't particularly like average gamers - whenever I see a game and think "Why the hell would anyone waste time and money making this crap?" it's always because the game was made for average gamers instead of me - their existence pisses me off because it marginalizes me in the eyes and marketing studies of game producers.
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.