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> Silliness vs Seriousness, How much is too much?
Shaddow
post Aug 25 2012, 07:15 PM
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So, I'm writing a game that is rather silly in dialogue and overall plot, but I still plan to make it a full game with seriousness happening. I like to think that I have a good balance to it, but that leads to my question.

How far can you go in silliness in a game before it becomes a silly game and loses all credit?


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bacon
post Aug 26 2012, 03:14 PM
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Yeah i agree with everything above. If a story doesn't take a break once in a while the tension just becomes awkward. If you want to make a silly story at least make the characters endearing and interesting.
You really cant compare the tension levels from movies and the tension levels from games. Movies are supposed to be enjoyed in a two to three hour period while games tend to be longer. There are games that have high tension levels but this is usually coupled with high intensity as well. A good example would be the silent hill series or resident evil or pretty much any horror game. Usually tension in RPGs mean that the game is near end. I mean yeah there are individual segments that are serious but that is usually focused more on character build and setting up a base plot rather than moving the plot forward. Thats not to say the plot doesnt move forward in that time period, its just there is character building and stuff inbetween that which breaks up the monotony. Towards the end of games usually the plot is the focus and that is when tension builds. There really isnt character development (since the characters are already developed mostly) to break up the plot being told therefore it becomes more tense.
This goes the other way too. I mean if you dont have plot development and you are trying to make an RPG your game could be stagnant. Its trying to find a delicate mix between the two. So yeah its good to have both!
Obv these are my opinions on the subject everyones differ. x;


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