How much do we want to follow the canon?
Posted: Mon 18. Apr 2011, 02:35
This is an extremely important question, and one we're going to need to answer if we're going to make this game.
Now, at first you might think, "Of course we should follow the canon exactly, because Homestuck is awesome and I want to play a game exactly like that!" I know that's how I thought at first, and I would assume that's what most of you guys think too, because well, why else would you be here in the first place?
However, as I've read discussion about the various aspects of the game and thought through making the game myself, I've come to a realization: SBURB is a game designed to make a good story, not a good game. In fact, in many ways it would make for a terrible game. For starters, you spend almost 90% of the game all on your own, with almost no interaction with the rest of your "team", and then are thrown together for the last 5 minutes to kill the final boss and bam, it's over, time for newgame+. What's the point of even having the game be multiplayer at that point? You get to mess around building your client player's house, but that's hardly "interaction". You build their house, then they climb up a few stories, go through a gate, and get on with the "real" game. You can chat with your fellow players, but you can do that anyways, and there's not all that much to talk about. "Got to gate 5" "Cool, I just finished killing my denizen, I'll grind in the battlefield while you catch up I guess."
Another problem is the length of the game: You enter the game, kill a few imps, get to the top of your house and go through the gate. You spend a few minutes to get to the next gate, then build up at your server player's house, go through their world for a few minutes, repeat the process at your server player's server player's world, build up one more time and kill the denizen. That's what, maybe an hour total? Throw in a few side-quests for killing the black queen/king, ecto-babies, the battlefield, frogs, and whatever else we can think of, and we've got a 2-hour game, tops. In-comic, this works because all the drama and time shenanigans and sub-plots bulk it up to the full, epic story that it's become. In a game, however, such story will only go so far. We need more gameplay.
Despite it's flaws, however, I'm not here to say that SBURB isn't worth making. The worlds, the titles, the plot, the setting, the style...there's a lot to say in favor of SBURB as a game. All I'm saying is that we all need to take a step back, look at SBURB for what it is, and acknowledge where it's strong, where it's weak, where it needs to be changed and where it needs to stay true to the source.
For starters, we need to decide on the first major issue I brought up: In the comic, the game is multiplayer, but you don't really interact with the other players all that much. There's a few ways to resolve this:
1) Make the game singleplayer. This would probably allow us to stay the closest to the comic's canon, since you would only be playing one of the players in the game, or swapping between them such that you play one for a while, then once you go through a gate or whatever you play the next kid for a while, and so on.
2) Make the game multiplayer. To really justify doing this, we would need to make some significant changes to the structure of the game. Most importantly, the players should all be together in the same place, fighting through each world together. We could keep much of the basic framework of the game the same: each player has a world themed after them, and you travel through gates and eventually fight the black king. It's just that, instead of each player starting on their own world and venturing on their own, you would all enter one players world, play through it, go to another player's world, play through it, and so on until you've gone through all of your worlds. Denizens would likely take the form of a "end stage" boss in this mode.
3) Stick directly to the canon. (ie: mutiplayer, but with separate paths) While I don't think this would make for all that spectacular of a game, I'm sure many people would love for an as-canon-as-possible mode be added to the game, which they can play once with their friends for the shiggles, or use it to roleplay, or maybe even some people would enjoy it as a game, who knows.
4) Have some or all of them as different modes. This isn't really an option per se; we should be focusing on one of the above options and finish it before we go about creating the others. However, it's worth noting that whichever option we do, if we eventually want to add in the others, say as alternate game modes, then we should build the game with both/all options in mind, to keep us from having to re-build the game from scratch when we eventually decide to get around to the other modes.
Now, at first you might think, "Of course we should follow the canon exactly, because Homestuck is awesome and I want to play a game exactly like that!" I know that's how I thought at first, and I would assume that's what most of you guys think too, because well, why else would you be here in the first place?
However, as I've read discussion about the various aspects of the game and thought through making the game myself, I've come to a realization: SBURB is a game designed to make a good story, not a good game. In fact, in many ways it would make for a terrible game. For starters, you spend almost 90% of the game all on your own, with almost no interaction with the rest of your "team", and then are thrown together for the last 5 minutes to kill the final boss and bam, it's over, time for newgame+. What's the point of even having the game be multiplayer at that point? You get to mess around building your client player's house, but that's hardly "interaction". You build their house, then they climb up a few stories, go through a gate, and get on with the "real" game. You can chat with your fellow players, but you can do that anyways, and there's not all that much to talk about. "Got to gate 5" "Cool, I just finished killing my denizen, I'll grind in the battlefield while you catch up I guess."
Another problem is the length of the game: You enter the game, kill a few imps, get to the top of your house and go through the gate. You spend a few minutes to get to the next gate, then build up at your server player's house, go through their world for a few minutes, repeat the process at your server player's server player's world, build up one more time and kill the denizen. That's what, maybe an hour total? Throw in a few side-quests for killing the black queen/king, ecto-babies, the battlefield, frogs, and whatever else we can think of, and we've got a 2-hour game, tops. In-comic, this works because all the drama and time shenanigans and sub-plots bulk it up to the full, epic story that it's become. In a game, however, such story will only go so far. We need more gameplay.
Despite it's flaws, however, I'm not here to say that SBURB isn't worth making. The worlds, the titles, the plot, the setting, the style...there's a lot to say in favor of SBURB as a game. All I'm saying is that we all need to take a step back, look at SBURB for what it is, and acknowledge where it's strong, where it's weak, where it needs to be changed and where it needs to stay true to the source.
For starters, we need to decide on the first major issue I brought up: In the comic, the game is multiplayer, but you don't really interact with the other players all that much. There's a few ways to resolve this:
1) Make the game singleplayer. This would probably allow us to stay the closest to the comic's canon, since you would only be playing one of the players in the game, or swapping between them such that you play one for a while, then once you go through a gate or whatever you play the next kid for a while, and so on.
2) Make the game multiplayer. To really justify doing this, we would need to make some significant changes to the structure of the game. Most importantly, the players should all be together in the same place, fighting through each world together. We could keep much of the basic framework of the game the same: each player has a world themed after them, and you travel through gates and eventually fight the black king. It's just that, instead of each player starting on their own world and venturing on their own, you would all enter one players world, play through it, go to another player's world, play through it, and so on until you've gone through all of your worlds. Denizens would likely take the form of a "end stage" boss in this mode.
3) Stick directly to the canon. (ie: mutiplayer, but with separate paths) While I don't think this would make for all that spectacular of a game, I'm sure many people would love for an as-canon-as-possible mode be added to the game, which they can play once with their friends for the shiggles, or use it to roleplay, or maybe even some people would enjoy it as a game, who knows.
4) Have some or all of them as different modes. This isn't really an option per se; we should be focusing on one of the above options and finish it before we go about creating the others. However, it's worth noting that whichever option we do, if we eventually want to add in the others, say as alternate game modes, then we should build the game with both/all options in mind, to keep us from having to re-build the game from scratch when we eventually decide to get around to the other modes.