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View Full Version : storytelling rules?


Ninja Dodo
Mar 4, 2002, 12:54 PM
You can probably guess what I think about this (the Lost World episode relied pretty heavily on storytelling), but what do you think?

Does storytelling help a singleplayer pack or do you prefer an all action just-shoot-the-baddies-already pack?

I've heard a lot of people complain about LWE being too easy and some about it focusing too much on story... Depending on the replies here, I'll base my next level pack either more on story or on action.

So, What do you think?

Kaz
Mar 4, 2002, 01:56 PM
You should need the story to advance in the pack.

FireSworD
Mar 4, 2002, 01:59 PM
I tend to like more action, but a good story will make it more interesting.

Ginny
Mar 4, 2002, 02:34 PM
A story makes it more intresting, yes

JanusJackrabbit
Mar 4, 2002, 04:52 PM
For it to be good, you have to go into detail in the story so that you can make the pack longer and harder.

The March Hare
Mar 5, 2002, 05:57 AM
We have kind of moved away from the blow-everything-to-heck levels that there used to be. Good story packs rock, but there is a certain amount of action neede to enjoy a story-line. Some examples of this: Just Another Story, The Lost World, Tomb Rabbit, etc. All of those got mongo ratings on J2O and were very story/puzzle based.

In conclusion: A little more action, KEEP THE STORY.

-The March Hare

~SPLASH~
Mar 5, 2002, 07:26 AM
I dont think it really influences the pack..the levels don't get better by putting in a story. The only thing it influences is the kind of levels, because they have to fit in. :P

The March Hare
Mar 5, 2002, 07:42 AM
Very true, but a good story makes things more fun IMHO.

-The March Hare

Chiyu
Mar 5, 2002, 08:44 AM
It's good to have interesting storylines for your levelpacks...

Violet CLM
Mar 5, 2002, 02:19 PM
Another Story (There wasn't a just) was story, but nothing else. That wasn't good.

EvilMike
Mar 5, 2002, 02:43 PM
Put level design before everything else. If the level is good, the pack will be. Stories merely complement level packs.

Horribly designed levels with a good story is not nearly as impressive as great levels with a horrible story (or no story).

Ninja Dodo
Mar 6, 2002, 10:54 AM
Hm, I think I'll keep the amount of storytelling about the same then. And I'll try to spice up the action a little bit.

Now let's see what my next SP project will be...