» Sat Aug 07, 2010 3:24 am
Let's say that I do not like the sound of "Ending" in open world games like the ones here.
I just hope these game have a lot of chinks of stories and events that know how to stick to each other, and change shape to make the joints smooth, and also have a lot of interchangeable parameters, that would differ in each occurrence of any chunk that make them non-similar enough to pass as different.
Thus you start a chunk of story, and develop it toward an ending of that chunk, i.e. branch it toward a specific, after you reach that ending, depending on the situation, and conditions of the story and your characters, and other roles played through the story, some other chunks can be available to start after that particular ending as a new chapter after the last one, and one of the new chapters is selected, and changes the shape of it's beginning, and some conditions, roles and other factors through out the chunk of story to adapt to the current situation and starts right away.
You can go through the next chapter and branch the story as you like, and it would reach another ending in that chapter, and depending on the new situation, some other chunk of story might become eligible as a new chapter for that story and so on...
I hope the whole main quest line can be thus made of a semi-random selection of chunks of story, that are adapted to each other and flow as a smooth passage of events, but each play-through would be a lot different, depending on the choices of path by the players, and some random selection between a few eligible new chunks of stories that become available after each ending of a chapter.
So each chunk of story has some beginning conditions, and some branching to different endings with new conditions, and some role templates that could be filled by any characters, items, and scenes that have passed through the last chapter to the new one.
Some definite parts of the quest lines could be manually designed by designers and shaped as other chunks of story, but could be specifically played in specific situations, and some character roles, items, and scenes could be specifically defined, but others could be selected from any eligible ones currently available.
Thus by the help of these logo quests, designers can make lots and lots of quest-lines, semi-random, or manually shaped, and as any available resource could fill the available parts, no play-through would be the same.
And we can have no definite ending for our game, but endless branching of our story.