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Envisioning the future of zOMG! 

Tags: zOMG!, Idea, Discussion, z!magine 

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zOMG! Cutscenes

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Red Kutai
Captain

Benevolent Codger

PostPosted: Sat Mar 19, 2011 1:21 am



There's one issue that nearly every game has to deal with, at some point: talking to NPCs is boring. Due to storyline progression, however, some form exposition is a necessary evil. The question becomes, how do we make that exposition exciting enough to maintain interest?

What I'm talking about here are, yes, cutscenes - but not really modern cutscenes, for the most part. Our first limitation is that out avatars can't easily fit into cutscene, animated or otherwise. The second is that animation takes lots of time and energy, neither of which our dev team has to spare.

What do you think of including Manga in-game? I've seen the concept used before, mostly in older video games (I'm most familiar with it from Phantasy Star 4, but I can imagine it's been used plenty more than that), but given Gaia's natural affinity for Manga, and the fact that chatting with NPCs in zOMG! is probably the least engaging thing you can do (which, in turn, makes the storyline itself unengaging). Would it be worth it to add some interactive Manga-style elements to zOMG!?

Now, I'm not talking about every NPC - that's rather excessive. But the main storyline quests? Moreso, the important exposition monologues (like Labtechs 123 and X - those talks are awful to sit through, already)? I think they could stand make those at least a little more engaging than they already are - and making them more attractive is one natural way to do it.

So, I understand the issues with doing this - it still takes plenty of investment (which we don't really have to spare, at the moment), and it doesn't really add much. But how about adding it in the future, for new areas? Do you think it would be worthwhile? Do you think it would be reasonable from a technical standpoint? Do you think that players would actually prefer it (in general) to the current method? Generally speaking, what are your thoughts on the possibility of Manga-style (or otherwise, if you think there's a better way to do it) 'cutscenes' in zOMG!?
PostPosted: Sat Mar 19, 2011 1:24 am



I was just reading through the new Manga, which is why this came to me a second time. I believe the first time was quite a while back, probably while I was playing back through Phantasy Star 4. sweatdrop

Something tells me that something like this has probably been proposed before, but I didn't take the time to go looking for it. If any of you know of a thread that could serve as an additional reference for this, just let me know...

Red Kutai
Captain

Benevolent Codger


Atrash the Squidmonger
Vice Captain

PostPosted: Sat Mar 19, 2011 9:42 am


I think that does sound pretty good. People get bored of the text boxes a lot.

It would be complicated in places where you are talking while still in danger of fighting, or having to switch between reading such things and fighting, of course.
PostPosted: Sat Mar 19, 2011 10:41 am


Atrash the Squidmonger
I think that does sound pretty good. People get bored of the text boxes a lot.

It would be complicated in places where you are talking while still in danger of fighting, or having to switch between reading such things and fighting, of course.

Yeah, I did recognise that as an issue - which is part of the reason I concluded that it could only work sometimes. Still, I think the times it would be appropriate would be impressive enough to really add something to the game - and add something naturally Gaian, to boot... 3nodding

Red Kutai
Captain

Benevolent Codger


DrQuint
Vice Captain

Girl-Crazy Ladykiller

PostPosted: Sat Mar 19, 2011 1:01 pm


The intro needs this. It just does.

Okay, we got off the train, we grabbed a ring and then there's leon there and we have to help him.Kinda dry. There's no actual tension, no sense of danger, no rush, nothing.
When I see Leon there, surrounded by OMG's, even knowing perfectly well what an OMG represents to someone without rings, and knowing Leon is in danger - I just don't feel it! It's like both Leon and my MC simply just don't care and are chilling.

Now imagine that, you load the game the first time, and you see the appear, but a window pops up immediately. It goes trough pictures. One shows the train moving, the next has the train stopping and a silhouette coming out. Next that screen fades slowly to black covered by a speech balloon with an exclamation mark on the right with a succession of pictures showing an OMG's leg, tail and skull on the left, and then a bigger picture of Leon cowering in fear in the middle of three of them in aggressive poses.
Then the window closes and you can move around.

Suddenly, the exact same scene establishes a feel of urgency. Suddenly, the fact you killed those three little things seem more heroic.

See, I've been watching a video game stream, and we've had this same conversation on the chat.
I can't say which game was on at the time because it was a Visual Novel where the objective after all the soppy melodrama and cuteness is some... less, publicly mentionable moments But the feeling on the chat was widespread: In a genre full boring conversations looking at the same still images with little varying and uninteresting background that last forever, where the titles accepted outside their little cult following need to be filled with humor or puzzle elements, and getting more and more infested with pure fanservice titles, specially the completely unplayable ones (that link makes me cry) that one on the stream in particular was very appealing because for a few reason, but the main one was that, no matter what was happening, it'd do exactly THIS! By adding a Manga-like flowing form of storytelling. There was no scene that would last more than 3 lines without completely changing what was being shown, and there were several squares showing the character's face or a background detail all over the place. Placing two squares with their bodies further and further apart when one of the characters is slowly stepping away from the other, moving it quicker when they were surprised. And when someone was following the MC in the night, there would be close ups of the MC's eye, and the background would move around as if looking for something. A new character would be introduced by showing details on their bodies in succession, sometimes stopping a bit more time below the head with females. Text would appear slower or fast if that was a tense or calm situation...
But in the end, it was still a game about reading a whole bunch of text. And yes, some scenes seemed to go on and on without stopping, to the point of you wanting to skip it (Goddamn Restaurant with 9 people talking!).

So we've talked about games that simply made the story captivating.

And it's that. It's how we perceive the situation.

This body movement is important. A evil character sound far, far more evil saying he wants to rule the world if you can actually see him smirk, if he moves around and points his arm to the horizon in a menacing way, if he raises both arms with grip-like finger pointing up while he releases an audible laugh. Showing katsumi's face worried before she turns away, as if it bothers her that she lost her doll and its children are now out there attacking innocent passerby is more appalling than the feeling that text does. Even Jaques seems to simply wave off your help by telling you to go to Otami when Marshal is out there lost in the Sea! (apparently, those diving suits have a LOT of oxygen in the tanks) Is he just telling us to go to Otami because he finds us useless other than warning Blaze, or does he really believe we'll get something in the jungle? Speaking of Blaze, for such a tough character, her "please let me talk to the mystery tribe" attitude makes of her more of a hopeless girl who can't find it in her to help herself than a capable adventurer. If she had a stern or uninterested look when speaking to us, that would change a bit as well.

Although It's not just pictures. Music helps set the mood too. I wanted to use a simple, short example that I knew everyone in the stream would know. For some reason, only one came to mind.
I described the scene: Someone is taken to a prison, then they notice a friend is there right away and hug each other. Right after they remember of their situation and that there's no hope. The arrival character then explains not quite, and gives the jailed character something "magical" that will brings back hope as it works for a bit, and then they decide to set out and break free.
And the test worked wonders, everyone could very easily tell exactly at which point of the background music each of the segment started and ended.
Music and sound effect also have a huge impact. It can either make or (hilariously) destroy the mood.
What we hear along an occurrence tells us how we should feel about something as it happens. When the music stops, you pay more attention. When the music starts again, you get emotional or stressed. Something with prolonged moments of silence make the opposite, where music has more impact. They're cues.

But unfortunately, I doubt zOMG! has the... financial power to add that into the game right now.


YES, yes to this suggestion! the zOMG! plot is not something you live, it's something you see happen.
It has more interest in terms of understanding the foreign concepts, such as Ghi and Null Chamber. The characters themselves have only memefied following. They're bland. There's nothing to them. You don't even care about who congratulates you at the Bar. You'd rather think "What is Olivia doing here" than thank for the party. It could have been Rina in her place, since it so easy to picture her cheerful and happy the bad guys are dead, and still that part of the story wouldn't haven't changed at all. Also, it also worsens the picture you make of the characters. You saved Marshall of drowning, and neithe himself nor his two kids are there to thank you. For all that matters, that party is for you beating Labtech X. The fact that you spent the last third of the game looking for and helping Marshall is completely forgotten and no player either notices or see anything wrong with it, because seriously, you completely forgot about him by then, and even if you did, you wouldn't think of what you went trough because of him or what is he likely doing now. You're not given a reason to care.

*done writing, point is already made*
PostPosted: Sat Dec 10, 2011 3:53 am


Interesting point of note, I found out the game that made me have the discussion that spawned the whole post above. I believe showcasing what I meant will provide a better argument.

I have to say, it's quite remarkable what they did with it. There isn't a single animated scene. Not even one. It's all static pictures popping over a background in the right order, including position in the screen. Yet, you don't spend more than 12 lines of text without seeing the characters or the scenery changing.
The storytelling FLOWS, keeps the user interested, without being too much of hassle to make it interesting with complicated pictures. In short it feels like reading a Manga! This way of providing action by showing small fragments of what's going on is relatively simple and it works to an amazing extent.
Even if zOMG! can't handle the musical execution, they can handle the tone for the game, the character movement and mood. It's still possible to make a cutscene of a OMG's chasing a person an unseen figure, followed by a short fight scene ending with Frank, just done panting, smiling at the screen. Heck, adding that exact same smile in Sealab when he makes his evil reveal would make for a great impact.
Another cool thing would be to give a larger character portrait of the main storyline before you talk to them the first time. I'd say plus one for the bosses, but the game actually has that covered in the load screens
It's still a bit of work... not going to lie there.

And it's not even the best Visual Novel I've seen in terms of presentation.


(This game has a fully english translation, and also added voices which the devs patched on later. If you notice, the translators even added text animations, improving the presentation further. It has eroge scenes if you go like, 2 hours into it. Japan makes you work for naked girls. And it's not even worth it in terms of porn, it's too lighthearted happy sex for that. Damn is this game classy from top to bottom.)

~edited~

DrQuint
Vice Captain

Girl-Crazy Ladykiller

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Creative (Concepts, Storyline)

 
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