Oh, I wasn't talking about what the end users would think of a complex
plot or story for a arcade game like Castlevania, but how much work goes
into it from the developers end. As a game player the more complex and
interesting the plot the better. However, as a developer I'm pretty
weary of stressing my brain and doing in depth research for game plot
and game development. What I'd like to do for a change is just write
something for the fun of it without having to put much work into the
project. Working on MOTA has pretty much drained me emotionally and
physically and i need to recharge my batteries you could say. Working on
a triditional Castlevania game is one way to create a game that doesn't
really need a great deal of background research if I don't want too.
Well Tom, simply because a plot is there doesn't mean people have to
bother with it unless they wish to.
Take the mega man series for instance. There is extensive information
on every single robot master, what order they wer ebuilt, what their
personalities are like, what purpose they bwere originally made for etc.
For instance, Metal man, in Mega man 2 was created as an improved
clone of Cut man in the original game, though was givern an incredibly
haphazard and slapdash personality by wily sinse his intelligence
circuites were cobbled together later.
This sort of information was revealed both in later games, and through
books like the famous perfect Works source books, which reveal heavily
detailed back stories on game series and are a staple of any long
running or highly popular game in japan.
If you had historically significant and interesting bosses in a
castlevania type arcade game, either have the character discover an
item such as a scroll or book which sat in their inventory and was
chosen to read or not at leasue, ---- or just write a highly
comprehensive manual with extensive boss information. I'd prefer the
first option, sinse finding the info in game would also mean the
player could read up on each boss before fighting her/him in game, ---
thus making things very immediate and avoiding spoilers, ---- but if
this sounds like cluttering up the inventory too much, you could just
include a bestiary file in the game detailing enemy and boss
historical information, ---- which obviously only the most interested
players would read.
This is again something which would be great in audio games, sinse
however much information can be gathered about an enemy's nature and
attacks from sound (and I admit this is a lot), there are details you
For instance, if you had marsial sue as a skseltal boss, ---- other
than by reading information, theere's no way the player could know he
was wearing the remains of a french army uniform, ---- however good
sounds the ratling of his bones, and jingling of his medels made.
Reading this information would be no advantage in game, ---- being as
the game was an arcade game, and of course up to the choice of a
player to read or not as they pleased.
Beware the grue!
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