My first game story is one I'm taking a long time to flesh out and build, but one I'm extremely excited to craft. I've been writing actual scenes since the end of September, but gathering ideas since last summer, when I completely revised those ideas from an idea in 2015. Every now and then I get the thought my story, or events, or anything is too generic or conventional. One of my goals is to always find a way to break conventions. My bar is high :D. What do you do in these circumstances? The obvious thing is to just write...and read...and play games . Any experiences with breaking this line of pessimistic thinking?
When you feel your game story might be generic.
8 hours ago, Matthew Birdzell said:Any experiences with breaking this line of pessimistic thinking?
I don't know - think up reasons why it's worthwhile, whether or not it's got "generic/conventional" aspects? When it comes down to it, just about every worthwhile story has generic or conventional aspects to it. https://en.wikipedia.org/wiki/The_Seven_Basic_Plots
5 hours ago, Tom Sloper said:I don't know - think up reasons why it's worthwhile, whether or not it's got "generic/conventional" aspects? When it comes down to it, just about every worthwhile story has generic or conventional aspects to it. https://en.wikipedia.org/wiki/The_Seven_Basic_Plots
Yep thats right.
I'm working away at it, and one day I hope it will become a AAA title.
Remember my friend... It doesn't have to be non-generic to be interesting :). For example, Halo is a somewhat generic story, but it's an amazing story!!