There must be some kind of way out of here.
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Lately (or even not-so-lately) I've found myself stumbling over a creative impasse and whilst pondering it last night I realized that all this time I've had an untapped resource at my fingertips: you. There are certainly some creative types out there who read this from time to time. Lend me your ears (or eyes) for a moment--perhaps you can give me some advice.

For some time now I have been attempting to write an adventure for a game called Neverwinter Nights 2. The game, and its predecessor, are computer roleplaying games based on the Dungeons & Dragons rules. In addition to shipping with a lengthy single-player experience, each also came with a robust toolset and scripting language for creating your own adventures for the game that can then be distributed for others to play. The ability to create custom content was, for me, the most tantalizing aspect of the package. The community that has developed around the original and now the sequel is quite impressive. Even before Neverwinter Nights 2 was released, enterprising individuals had already developed some additional tools based on a pre-release beta toolset. The company (Bioware/Obsidian) has a good track record of supporting their community, to the point where they continue to patch the first game (adding features and functionality for builders) five years after its release.

I have really wanted to develop an adventure for the game to flex my creative muscle and storytelling abilities. For over a year I have, on and off, worked on the project, coming up with ideas for the story, trying to flesh out the world and characters that live in it, and attempting to put as much planning into as possible (instead of just rushing into the toolset like I so desperately want to). I have pages of notes now, and a head full of ideas, but I'm finding myself having difficulty putting the pieces together. I have a pretty good idea of how the entire story will be put together, but I can't seem to settle on how to get the players from point A to point B. It's been rather frustrating.

I'm sure not many of you out there are game developers, but certainly some of you have experience writing fiction, and many of you at least keep blogs. The question I put forth is: how does a writer connect the dots? How do I work through this block and figure out how to advance the story for my characters? The player in my case is analagous to the reader in the case of a novel or short story, and I'm struggling with having all the knowledge about what is going on but unable to determine how to deliver it unto the audience. Do I just have to force myself to make a decision and move on, knowing that I can always go back and change it if I need? I know that without the specifics of what I'm doing there isn't much one can give me in terms of advice, but if you creative WITFITS readers at least have a sense of what I'm asking and have any thoughts, I'm all ears.

In return I'll let you beta test it.
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6 comments
MC Etcher said...
How to connect the dots for a character arc... All I can say is how I do it.

It's tricky. If you've picked an endpoint at the beginning, it can be hard to maintain the path, depending on how long the story is, because the characters take on a life and agenda of their own, and say and do things you never expected.

My theory is, once you create them, they exist in your brain as an individual persona. The longer you process them (actively or subconsciously) the more they grow their own direction.

So you're starting out with Point A and want to end up at Point D - you have to engineer the B and C, which make the character naturally end up at D - whether because of something they're running away from or running towards - they end up there due to equal parts who they are and because of dumb luck.

Also, human nature plays a big part of it, because for the most part, people do what is easy over what is best.

Good Luck!
Yeah, what MC said, good stuff there, and...

Rule number 1 of writing: Conflict moves the story along.

Do this: Flesh out the character in your head (which may be hard because I don't know how much flexibility you have here), build up the initial setting (at least in your mind, or in this case, it might be really building the floors and walls), and then to keep it moving forward you have to constantly introduce conflict of one type or another. Characters do nothing without some conflict. Without it, you get into some really mind-numbing, stream of consciousness fiction which is hard enough to read on the page and, I assume, even harder to put up with in a video game. Ideally, the conflict you choose will lead your protagonist to your end game.

If you get stuck, or blocked, just throw something at him (or her) that forces them to react, and maybe ask why something was just thrown at them, and then they investigate, and they're they are in a new place looking around, so throw something else at them. Rinse, later and repeat.
Kato (post author) said...
That's helpful, thank you Etch and IL. One of the problems I'm having, which I don't think anyone can really help me with, is figuring out how to have the players ("characters") learn about what is going on. I basically have the whole backstory and whatnot worked out, but I'm trying to piece together what clues the players can come across to allow them to figure out the story themselves. Tricky problem, since just handing it to them isn't very fun.
MC Etcher said...
Does the toolset you have allow you to create in-game cutscenes?

Even if it's just a text crawl (like movie credits...what is that actually called?) or machinima with subtitles, no voice audio - it would help introduce the story.

Or little kinestatic movies with amusing narration.

You could have periodic cutscenes (even if text only) to help the plot points progress.
PikaPika said...
I have the connect the dots problem all the times. The one thing that consistently helps me is doing one of those cheesy mind maps (http://en.wikipedia.org/wiki/Mind_map) to come up with lots of "what if" scenarios. Sometimes I actually come up with an even better endpoint than originally planned.
Kato (post author) said...
Etch: I had thought about putting in some cut scenes here and there to show action in other parts of the "story".

PikaPika: I'll have to try that, thanks.

© 2009 Kato Katonian
"I'm glad to be with you, here at the end of all things."
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