The game I'm tinkering on for game chef is about jumping into a time-stream and correcting reality.
It's just struck me....without too many spoilers, it's probably due to watching the season finale for the most recent Doctor Who series.
Since there are fixed points in time and space throughout the game..immutable facts that must occur, then why not run the whole narrative like that.
Lots of people like to pick plot holes in movies...a great many plot holes come into the story because the movie needs to be cut down to a manageable viewing time of 2 to 2.5 hours. The story is in place in the background, but to keep pacing in place, certain bits are omitted (even if they make other parts of the story make sense).
Sometimes it's just bad writing.
If we take a big budget sci-fi movie...the plot holes are often huge, and things get dropped in order for the special effects to shine through.
A twist on this game idea might be to operate outside the confines of the "onscreen world". The characters are the ones responsible for maintaining continuity, even when certain aspects of the narrative seem intent on hurtling tangentially away from common sense.
The story we see on screen becomes the history of the world in which we are playing.
What if we charge our characters with deviating the story after scenes have resolved, and before a new scene is established.
We no longer work within a linear narrative framework, but we work with it.
Finite players play within the rules, infinite players play with the rules. It's suddenly getting very much like the early incarnations of "Mage: the Ascension".
But can I wrap this into 4000 words by the end of the week?
Intuitive behaviour in gamers
1 week ago