Hello again, i am sort of new here, and i want to write a game but i have several questions. So i just thought i’d bundle them up in one thread, if that’s okay. This is likely going to be a long post, i am not a native English speaker, so there will probably be grammar or typing errors. I am Brazilian btw, nice to meet you all.
My questions are mostly of a writing nature, i have not yet tried to program in Choice Script, but i used to be a programmer so i’m confident i can deal with that later. First i’m focusing on writing the story itself. I have no writing experience however.
I am going to describe my plans here, and what i intend to do. As i described in another thread, the game is going to be about you working for a mercenary organization, missions range from assassination, rescue, investigation, protection and maybe others. The game would be set in the real world, likely starting in 2015. There would be several references to real world events and missions would be set in several countries in the world. Some real life organizations, particularly those involved in shady things would sometimes be the focus of some missions.
For character creation, i was planning to provide option of Nationality (unsure if all, or just some of them), inclusive gender options as much as possible, religion, race, body type, previous profession.
I am planning for a few companions you meet in missions to be recruitable and accompany you in future missions, at max 2 can go with you in any given mission. The characters would have agreements or disagreements based on the actions you take to complete the mission. I plan all of these characters to be romanceable. They will be of fixed gender, and quite possibly of fixed orientation. I want to try to make an option for everyone. I also plan to other non-companion characters to be romanceable.
Outside of the mission you can interact with your companions, some of these could have their sidestories composed of several minor missions that reach a conclusion later in the game.
First of all, i read that some, or even many here like to play these games as a sort of escapism, I plan to include some themes that could be unconfortable, or characters that could be bigoted, depending on general view of the area they are from or the mission takes place.
I would like to ask the following questions:
- Foreign languages
People at these locations would speak the languages of their respective countries and may speak broken/poor or no English at all. These people would sometimes speak to others or try to speak to you in another language. If your character understands the language (based on your selected nationality), the dialog would be in perfect translation to English (as if you two were talking in that language and can understand each other perfectly, but is displayed in English because the game is written in English).
Since your character has selectable nationality i was planning of dealing with this in two of the following ways:
a. Display what the person said in their native language.
b. Describe that they are speaking something in a foreign language.
An example of a scene in this type in proposition A, considering your character does not speak Russian (keep in mind this is a google translation, i do not speak Russian either). In brackets is what will show if you know the language.
"You hear the engines rumbling, the pilots are ready to take off. Masaev may have lost the other hostages, but he has you to bargain with the Russians. You look outside the window and see the security forces are still busy fighting the other terrorists, they will not be able to stop the plane from taking off.
As your hope of rescue dwindles, the pilot screams to Masaev:
“Сэр, кто-то на взлетно-посадочной полосе!” [Sir! There is someone on the runway!]
Masaev rushes to the cockpit. You take a look at the runway through the cockpit window and see Ivan standing in the distance. He is carrying a normally vehicle-mounted heavy machine gun, the one you saw on the truck before. He starts to deploy it on the ground, and transmits to the walkie-talkie that is still attached to your hip:
“Don’t worry friend! I am coming for you!”
Masaev sees the lone man on the runway and chuckles, replying to the pilots:
“Бегите по его туше.” [Run over his carcass.]
The pilots put the engines on full throttle, and soon bullets start to litter the cockpit, you and Masaev hit the deck to avoid them. The pilots don’t have the same space as to maneuver as you do, and are shattered to pieces. With no one on the controls, the aircraft starts to veer off to the right and off the runway.
“Оставил! Оставил!” [Left! Left!] Says the Chechen in panic.
Noisy alarms from the cockpit begin and the whole plane starts to shake as it steps on the grass. From the cockpit window you can see a hangar getting bigger and bigger. The other terrorists inside the plane are struggling to keep their balance. What will you do?"
In the proposition B, the Russian dialogue would be replaced by simply saying a vague emotion. In the first case of the pilots, “The pilots say something urgent to him.”. In the second case “He says something confidently, not taking him seriously.”. And in the third case “He utters something in panic.”
I like the proposition A better, as it may show that the player can try to create a russian speaking character later, maybe improving replayability, it also adds some immersion of you being in a foreign location. I know you wouldn’t understand
it perfectly, but there is no way to convey the foreign language as audio. For bigger statements i would just add some of it, not all of it.
For companions that you bring that speak the foreign language, they would “translate” for you in the similar manner as if you understood it (replacing with the translation in brackets), as long as they are in the vicinity and what is said is relevant. This should simplify things instead of having them translate to you after.
The player could throw the line into a web translator if he wants to, but his character will only act on the information in this if he understood it.
I prefer proposition A, but if its not a good idea, i could do with B. What do you guys think?
(Sorry me if i use wrong gender terms here, i am not very knowledgeable in correct terms to use, feel free to correct me).
I’ve been reading some forum posts about this, but they are somewhat old so i didn’t know if i should post there, so i’ll include them here. I played several games and i like that there are very diverse choices for your character, and i wanted these to have a consequence. For example, the character Ivan can be a companion if you want to recruit him after his mission. He is a Russian/Ex-Soviet veteran of the Soviet-Afghan War, Chechen War and Second Chechen War. He also lost his wife to a terrorist attack (2002 Moscow Theather) perpetrated by Chechen Muslims. So needless to say, he hates Muslims and Chechens.
There is more however, Ivan shares the current homophobic view of the majority of Russia, personally so because of his daughter whom he is estranged (she is a lesbian). Even then you have a choice to part ways with him after the mission he is involved with. If your character is LGBT/Chechen/Muslim and he finds out, he could disrespect you. This hate of others and grief for the loss of his wife has made him a miserable, hateful bigoted man.
However, if you keep taking him in and completing missions in a manner he is satisfied with, he will start to respect you and his side story eventually starts to have him trying to meet his daughter again. You have the chance of making him respect and even friendly again with his daughter and her girlfriend. All culminating in him being there for their marriage, or his sacrifice to save his daughter’s wife from a bullet. He can also be convinced to respect Muslims and Chechens. Most importantly, he can be romanced by cis women, and, if fully convinced to respect others, trans women. Essentially, him becoming a better person would have him be a more happy individual, who enjoys life better than before.
I feel like the discrimination and overcome of it is a major focus of the character, however from what i read this may not be good because some people may get offended to be mistreated (as it might mimic situations in real life), but it does have the option to make him change. I plan to have this relate to other companions and characters as well, on the base of religion, and maybe race.
And how would having an evil aligned LGBT character be received? I have an idea for a trans woman companion, but she is not a good person. She is a chemist who experiments with chemical weapons on people without remorse. The trans aspect is a small part of her character, but i feel like it may seem like its portraying LGBT characters as evil. I am still creating her side story so i don’t have anything to say further about her yet.
So is having this sort of thing allowed or nope?
- Real locations
I have seen a lot of the games in here are of a fantasy setting. Is having real world events, locations or organizations a problem? Like for example a mission involving Boko Haram or going to a holy place like Mecca for a Muslim companion’s (and possible the player character if Muslim) Hajj.
I also plan to create 2 fictional islands in the pacific, would this be too out of place/constrasting with the real world focus of the game? One is an undiscovered island, and the other has a fictional authoritarian government, there are missions set on them.
I have other things to ask, but the post is getting too big already. I will focus on these for now, thanks for the help!