Development Blog for WIP Metroidvania

Hey, all! Most of you probably know me in some form or another, and some of you might even have heard me mention the Metroidvania I’m working on. Well, I’ve decided to start a dev blog so that I can be accountable to the world in general for the progress of it. Here are some things you can expect to see eventually on this blog:

  • Technical details about the game

  • Bits of game universe lore for any Tolkien-esque dudes and dudettes

  • Thoughts on game design and theory

  • Occasional awesome video game music composed and recorded by someone known as the “Composer of the Century”*

  • Corona code tips and implementation details

  • Teasers for my game’s really, truly, honestly incredible story**

  • Tips on what separates good ARPG’s from bad ARPG’s

This game is in fairly slow development, so don’t expect a post every day, but I’ll be doing my best to keep the posts coming fairly frequently. Check it out, and enjoy!

  • Caleb

*Eh, you got me. That was a lie. No one’s actually ever called me that.

**No, really - it has an awesome story, if I do say so myself.

Just added a post with some details about the game’s story. Enjoy!

  • Caleb

Hi Caleb,

Was just taking a look at your blog post about ‘Chronoidraynia’ story

and it made me think about Joseph Campbell ‘Hero’s journey’:

https://en.wikipedia.org/wiki/Hero%27s_journey

This guy’s book (“The hero with a thousand faces”) is the pillar of 90% of hollywood movies dramatic structure

since Lucas used it to write Star Wars (sorry fanboys, he didn’t invent anything here ^^).

Thought it might interest you to learn about it :wink:

Keep up the good work !

GoG

Hey @GoG, thanks for chiming in! I found the Hero’s Journey an interesting read on Wikipedia and it was actually pretty funny to think of how many stories follow that pattern (not that that’s necessarily a bad thing, though–getting back to that at the end of this post). If that’s intended as a negative comment on my game’s story and a way of saying that you consider what I revealed to be bland and generic, let me assure you that my game’s story actually doesn’t follow the Hero’s Journey framework very much. Like, very little at all. I have a setup, rising action, a climax, and a resolution, but then, don’t 99% of all stories have that? I know that the way I represent my story in the dev blog post seems to be a bit cliche, but that’s actually what I intended. Some of the major facets of my story are fairly spoiler-prone, so I’m trying to keep a considerable amount of it back from the public until the game is released and I get a cult following which writes expansive wiki articles on the analysis of my game ;). Suffice it to say, it’s a Hero’s Journey in the very loosest sense possible–take the description from the top of the Wikipedia article:

the common template of a broad category of tales that involve a hero who goes on an adventure, and in a decisive crisis wins a victory, and then comes home changed or transformed.

It follows my story after a fashion, but if you think about it, Wikipedia has basically described what makes a good story: setup, conflict, and resolution. Anything past the Wikipedia blurb and my story stops following. My story is considerably more psychological than anything else, and rather than depicting the epic shenanigans of the hero, it focuses more on the mental burden, moral uncertainty, and inner struggle that comes with your power. Sure, it has aspects of the classic Zelda-style story (I’m a normal dude, I’m on an adventure, I’m gonna turn into a powerful dude), but it’s much, much deeper than any Zelda story and than most other game stories I know of as well.

Besides that, I think an important point to raise here is that following the Hero’s Journey “template” isn’t really a bad thing. If you’re a good storyteller, can add some compelling details of your own, and tend to shy away from cliches, go with Hero’s Journey all you want. [N.B. Another important thing to do here is draw the distinction between “cliche” and “commonly used.” Something is cliche if it’s commonly used and is a “cop out” of thinking on the creator’s part. If you write a distinctive, compelling story about an underdog who rises to mastery, defeats the greatest evil in the world, and retires to be a normal person for the rest of their life, you’re not by requirement “cliche”–instead, you’re just using a common framework and you’ll need to be considerably skilled to keep it original.] If everyone in the world tried doing new things solely for the sake of their newness, we’d have a pretty sorry world. We’d have basically no literature save the “initiation” book of each genre and avant-garde, inaccessible, monstrous mountains of prose written by people who could come up with increasingly unusual formats for telling stories. We have the diversity we do in literature because there are plenty of people who don’t mind recycling ideas of any sort–the Underdog Saves the Day story [You don’t think a Hobbit from the Shire is important? Spoiler alert! Think again!], the Corruption in Some Big Society story [Remember how you thought <Insert Corporation> was good? Well it’s not. And Joe the average guy is about to change that.], the Completely Twisty Mystery story [Bu-bu-bu-but the room was locked! Impossible!], and countless others. I could go on for hours listing all the story formats we use and reuse to get our art across. I believe it was Pablo Picasso (or was it Shakespeare?) who said “Good artists borrow, great artists steal,” and, while that statement has been reused 'til threadbare, I’ll end my mini-essay here with it.

  • Caleb

If we’re throwing shade at successful storytellers by pointing out they didn’t come up with their prose from whole cloth, you should check out Robert McKee:

 

http://mckeestory.com/

Wikipedia’s a good start, but for more than you ever wanted to read on the matter, go here and start following links.  :slight_smile:

If you’re serious about this sort of thing I recommend checking out the Writing Excuses podcast (e.g. an episode treating on the same topic), as well as the BYU lectures by one of its hosts.

Hello Caleb and fellow contributors,

I’m really sorry if my post intention wasn’t clear: it was absolutly not a negative or a critic one !

I’m just a movie fan who studied dramaturgy to write its own screenplay and wanted to share

what I thought was interesting insight about game narrative :slight_smile:

Rather, I think your approach to storytelling is very interesting as you look to avoid classic / generic themes.

Plus, how could I judge from just a teaser of the story itself ? ^^

Hero’s journey is very interesting tool in my opinion (I used it myself a lot).

But you right, template is not rule ! Following exactly it will result in a blend, generic story structure we saw a thousand times already.

You have to understand the rules to break them (as you said, something about borrowing and stealing :P)

Hope this clear my intentions a little.

Maybe even start a conversation about game narrative in Corona forum (a topic not seen very often in mobile game context).

Thanks to Alex and StarCrunch for pushing interesting ressources already !

PS: Joseph Campbell didn’t come up with the force, light sabers and awesome SFX for the time: Lucas did :wink:

@StarCrunch: Oh, horrors… tvtropes.org is like a website designed for me to waste time on it! Fun! I’m also definitely checking out your other links when I have headphones and am not in a common room as I am right now.

@GoG: No worries, I get you. And I’d be inclined to agree with you about threads on game narrative–the Corona forums are overrun with threads about technical details, but only have the occasional thread about anything on game design or theory.

I’ve also been reading a considerable amount on storytelling in games and found a good deal of useful information. Here are some of the general tips I’ve seen come up on multiple articles about storytelling:

  • In general, aim for more interaction in storytelling than game-cinematic-game-cinematic.

  • The more the player can affect the story, the better

  • If you’re trying to tell a story with your game, and the story is one of the more important parts of the game, try to minimize the “sport” side of the game. You don’t want players to see your story as a hindrance in the way of getting a high score. Instead, games with compelling stories should focus more on advancing in them.

  • Structure your story in a way that makes what the player wants to do line up with what the character in the game wants to do. If your human player wants to go fishing while the world is ending, that’s not necessarily a good thing.

Anyhow, it’s great to talk about game design and the actual “outside” of the game for once instead of only focusing on the technical details of game development.

  • Caleb

Just added a post with some details about the game’s story. Enjoy!

  • Caleb

Hi Caleb,

Was just taking a look at your blog post about ‘Chronoidraynia’ story

and it made me think about Joseph Campbell ‘Hero’s journey’:

https://en.wikipedia.org/wiki/Hero%27s_journey

This guy’s book (“The hero with a thousand faces”) is the pillar of 90% of hollywood movies dramatic structure

since Lucas used it to write Star Wars (sorry fanboys, he didn’t invent anything here ^^).

Thought it might interest you to learn about it :wink:

Keep up the good work !

GoG

Hey @GoG, thanks for chiming in! I found the Hero’s Journey an interesting read on Wikipedia and it was actually pretty funny to think of how many stories follow that pattern (not that that’s necessarily a bad thing, though–getting back to that at the end of this post). If that’s intended as a negative comment on my game’s story and a way of saying that you consider what I revealed to be bland and generic, let me assure you that my game’s story actually doesn’t follow the Hero’s Journey framework very much. Like, very little at all. I have a setup, rising action, a climax, and a resolution, but then, don’t 99% of all stories have that? I know that the way I represent my story in the dev blog post seems to be a bit cliche, but that’s actually what I intended. Some of the major facets of my story are fairly spoiler-prone, so I’m trying to keep a considerable amount of it back from the public until the game is released and I get a cult following which writes expansive wiki articles on the analysis of my game ;). Suffice it to say, it’s a Hero’s Journey in the very loosest sense possible–take the description from the top of the Wikipedia article:

the common template of a broad category of tales that involve a hero who goes on an adventure, and in a decisive crisis wins a victory, and then comes home changed or transformed.

It follows my story after a fashion, but if you think about it, Wikipedia has basically described what makes a good story: setup, conflict, and resolution. Anything past the Wikipedia blurb and my story stops following. My story is considerably more psychological than anything else, and rather than depicting the epic shenanigans of the hero, it focuses more on the mental burden, moral uncertainty, and inner struggle that comes with your power. Sure, it has aspects of the classic Zelda-style story (I’m a normal dude, I’m on an adventure, I’m gonna turn into a powerful dude), but it’s much, much deeper than any Zelda story and than most other game stories I know of as well.

Besides that, I think an important point to raise here is that following the Hero’s Journey “template” isn’t really a bad thing. If you’re a good storyteller, can add some compelling details of your own, and tend to shy away from cliches, go with Hero’s Journey all you want. [N.B. Another important thing to do here is draw the distinction between “cliche” and “commonly used.” Something is cliche if it’s commonly used and is a “cop out” of thinking on the creator’s part. If you write a distinctive, compelling story about an underdog who rises to mastery, defeats the greatest evil in the world, and retires to be a normal person for the rest of their life, you’re not by requirement “cliche”–instead, you’re just using a common framework and you’ll need to be considerably skilled to keep it original.] If everyone in the world tried doing new things solely for the sake of their newness, we’d have a pretty sorry world. We’d have basically no literature save the “initiation” book of each genre and avant-garde, inaccessible, monstrous mountains of prose written by people who could come up with increasingly unusual formats for telling stories. We have the diversity we do in literature because there are plenty of people who don’t mind recycling ideas of any sort–the Underdog Saves the Day story [You don’t think a Hobbit from the Shire is important? Spoiler alert! Think again!], the Corruption in Some Big Society story [Remember how you thought <Insert Corporation> was good? Well it’s not. And Joe the average guy is about to change that.], the Completely Twisty Mystery story [Bu-bu-bu-but the room was locked! Impossible!], and countless others. I could go on for hours listing all the story formats we use and reuse to get our art across. I believe it was Pablo Picasso (or was it Shakespeare?) who said “Good artists borrow, great artists steal,” and, while that statement has been reused 'til threadbare, I’ll end my mini-essay here with it.

  • Caleb

If we’re throwing shade at successful storytellers by pointing out they didn’t come up with their prose from whole cloth, you should check out Robert McKee:

 

http://mckeestory.com/

Wikipedia’s a good start, but for more than you ever wanted to read on the matter, go here and start following links.  :slight_smile:

If you’re serious about this sort of thing I recommend checking out the Writing Excuses podcast (e.g. an episode treating on the same topic), as well as the BYU lectures by one of its hosts.

Hello Caleb and fellow contributors,

I’m really sorry if my post intention wasn’t clear: it was absolutly not a negative or a critic one !

I’m just a movie fan who studied dramaturgy to write its own screenplay and wanted to share

what I thought was interesting insight about game narrative :slight_smile:

Rather, I think your approach to storytelling is very interesting as you look to avoid classic / generic themes.

Plus, how could I judge from just a teaser of the story itself ? ^^

Hero’s journey is very interesting tool in my opinion (I used it myself a lot).

But you right, template is not rule ! Following exactly it will result in a blend, generic story structure we saw a thousand times already.

You have to understand the rules to break them (as you said, something about borrowing and stealing :P)

Hope this clear my intentions a little.

Maybe even start a conversation about game narrative in Corona forum (a topic not seen very often in mobile game context).

Thanks to Alex and StarCrunch for pushing interesting ressources already !

PS: Joseph Campbell didn’t come up with the force, light sabers and awesome SFX for the time: Lucas did :wink:

@StarCrunch: Oh, horrors… tvtropes.org is like a website designed for me to waste time on it! Fun! I’m also definitely checking out your other links when I have headphones and am not in a common room as I am right now.

@GoG: No worries, I get you. And I’d be inclined to agree with you about threads on game narrative–the Corona forums are overrun with threads about technical details, but only have the occasional thread about anything on game design or theory.

I’ve also been reading a considerable amount on storytelling in games and found a good deal of useful information. Here are some of the general tips I’ve seen come up on multiple articles about storytelling:

  • In general, aim for more interaction in storytelling than game-cinematic-game-cinematic.

  • The more the player can affect the story, the better

  • If you’re trying to tell a story with your game, and the story is one of the more important parts of the game, try to minimize the “sport” side of the game. You don’t want players to see your story as a hindrance in the way of getting a high score. Instead, games with compelling stories should focus more on advancing in them.

  • Structure your story in a way that makes what the player wants to do line up with what the character in the game wants to do. If your human player wants to go fishing while the world is ending, that’s not necessarily a good thing.

Anyhow, it’s great to talk about game design and the actual “outside” of the game for once instead of only focusing on the technical details of game development.

  • Caleb