The game that I'm making, Shattered Gear, doesn't rely heavily on storytelling, but I've always felt that a game isn't complete without a good, compelling story to push the player along to finish what they started.
There are two ways that I want to tell the story.
Linear
The player joins one of the three factions and ultimately completes missions to reach the endgame one event at a time. Probably the easiest of the choices. The player achieves victory when all 5 planets have been conquered. Depending on the player's skill and resources, that could take anywhere between 10 hours to 100 hours. Even if a planet has been 100% conquered, it can still be attacked by one of the two other factions and even retaken if the player loses all 7 battles or fails to act in time.
Non-linear
The player joins one of the three factions, but under a set contract. In other words, the player can see what every faction offers in one playthrough and change the course of the standings of each faction in the gameworld. Example: The player signs a contract with White Raven Incorporated, who have a powerful Flight Assault Gear that no other faction has. Say that they win two of their three battles with WR (even if you fail a mission it's never game over). The player can choose to re-sign with White Raven or go to another faction and sign a contract there. If the player has a particular faction that they like, they can do one of two things; re-sign and try to fight off the other two factions, or join another faction and act as a double-agent and sabotage them from the inside. I think that this brings an interesting twist to the way that the story develops. In order to actually "beat" the game, one faction must have total control of all seven areas in all five planets of the galaxy. There really isn't a story as much as a progress report on the battlefront. In other words, after every battle, there is a menu that gives you a recap on how much you've progressed through the game. You basically get resources and Action Points every turn, which you can spend on researching, development, or attacking/defending your planets.
The second one is the one I like the most, and I think it would give the game much more replayability. The thread for my game can be found here: viewtopic.php?f=23&t=68743
This is very important, and I can't move on until a decision has been made.
There are two ways that I want to tell the story.
Linear
The player joins one of the three factions and ultimately completes missions to reach the endgame one event at a time. Probably the easiest of the choices. The player achieves victory when all 5 planets have been conquered. Depending on the player's skill and resources, that could take anywhere between 10 hours to 100 hours. Even if a planet has been 100% conquered, it can still be attacked by one of the two other factions and even retaken if the player loses all 7 battles or fails to act in time.
Non-linear
The player joins one of the three factions, but under a set contract. In other words, the player can see what every faction offers in one playthrough and change the course of the standings of each faction in the gameworld. Example: The player signs a contract with White Raven Incorporated, who have a powerful Flight Assault Gear that no other faction has. Say that they win two of their three battles with WR (even if you fail a mission it's never game over). The player can choose to re-sign with White Raven or go to another faction and sign a contract there. If the player has a particular faction that they like, they can do one of two things; re-sign and try to fight off the other two factions, or join another faction and act as a double-agent and sabotage them from the inside. I think that this brings an interesting twist to the way that the story develops. In order to actually "beat" the game, one faction must have total control of all seven areas in all five planets of the galaxy. There really isn't a story as much as a progress report on the battlefront. In other words, after every battle, there is a menu that gives you a recap on how much you've progressed through the game. You basically get resources and Action Points every turn, which you can spend on researching, development, or attacking/defending your planets.
The second one is the one I like the most, and I think it would give the game much more replayability. The thread for my game can be found here: viewtopic.php?f=23&t=68743
This is very important, and I can't move on until a decision has been made.