Game-Making Blog
March 15, 2011:
Elaborating Ideas
Today
a friend of mine asked
several of his creative friends if having ideas felt like something
that just happened to them or like something they actively DID.
My answer: both. :-)
Ideas just come to me, and those feel like something that just happens
to me, not something that I do.
Making the idea implementable
requires thinking about it, combining it with other ideas, pondering
the various possible permutations, and so on. That all feels like
something I do.
I find that the elaboration
of an idea tends to produce more
ideas, and
something small can snowball.
One example: The Witcher
takes place in a moderately grim world, and the developers of the game
did a good job of making the game look appropriately dirty and
medieval. The problem with that was that nearly everything was grey or
brown, and I felt starved for color by the end of the game. So, when I
went to begin "Medical Problems" (henceforth "MP"), I decided that it
would be set in a village of dye-makers, so that things could be
colorful while still making sense and being relatively realistic.
This grew to be a bigger deal
than I had planned. At first, I just
recolored the buildings and costumes to be colorful. But then I needed
a side quest where Geralt would kill some monsters to provide monster
parts for a townsperson who needed some. (Since Geralt is a
professional monster slayer, the plot actually demands
that he
have a couple of FedEx quests per town. :-) ) But why does anybody WANT
monster parts? The main game already had characters asking for monster
parts to use in alchemy, to cook with, to plant, and to prove that
certain noxious beasts were dead. I wanted a NEW reason, but what was
left?
The background for the story
to MP requires that all of the
bushes, grasses, and herbs around town have been burned and trampled by
a recent battle, so I remembered 1) that red dye is sometimes made out
of
a type of insect
and 2) that there were some giant insects
as monsters in
the game, monsters I hadn't used for anything yet. So I had the head of
the dye-makers ask for some giant bug parts to make red dye with, until
the berries they usually use to make red dye grow back.
Then I needed a red herring
for a mystery. Someone who will seem
mysterious and vaguely sinister, someone who will seem capable of
being the
person who was poisoning the town's well,
but who will turn out to be innocuous. Ideally, this person
should be an outsider, someone not from the village. But who would be
visiting, and what possible motive could they have for doing away with
the
entire town? Hmmm. So I decided that this wasn't just a dye-makers'
village; it was the village that made the best dye in the nation, and
someone from another village that also made dye was in town to try to
wrest the secret of their dye from them. She made a good red herring;
most players thought it was her. :-)
Then I needed a split ending,
where one possible ending has the
enemy capturing Geralt and throwing him in a cell and the other
possible ending has Geralt getting to where he's going with little
trouble. But what decision could I have the player make that might make
such a big difference in the outcome? It needs to hinge on a player
decision, not just be random luck. What could make the difference
between capture and slipping past the enemy's spies? Hmm. Well, Geralt
has white hair, and that's one of his most identifiable features at a
distance. And here we are in this dye-makers' village...
The dye-makers' village,
which I had intended to put into the game
just to have an excuse for a little color, turned out to be the answer
to three different questions I had while making the game. Doing it that
way wove the game together more tightly and made it all seem nicely
interconnected. But it didn't start out that way! It started out only
with my wanting more color. :-) Elaborating that initial idea and
taking things to their logical conclusions turned out to work really
well. It turns out that time spent elaborating an idea is rarely wasted.
So that's the moral of this little story: Time
spent
elaborating an idea is rarely wasted. :-)