Hi everyone! Since I've decided to change Border Point's engine to VX (due to XP being kind of dead and VX having nearly ALL scripting features the game needs), I've looked over the general story structure (not the actual events, but how they're presented) and decided on having characters with lost memories, which they regain through flashbacks the player can actually play through, thus revealing the characters' backstories step by step instead of having the player do 10 unrelated storylines, which can lead to boredom and monotonity.
Border point's original topic can be seen in my signature.
Also, the common storyline received a nonary game-infusion (9 hours 9 persons 9 doors for DS), adding a puzzle element to party management.
It works the following way:
After starting a new game, the player can choose between the following options:
- Answering a few questions to determine personality and choose the best fitting of 6 minor variations for the plot.
- Having the game choose one randomly.
The 11 characters then wake up on a mountain summit, with no memories of their past, some don't even remember their name. The antagonist, Krono appears and explains that they're in his "game", in which they have to find him. They all possess a bracelet with numbers 1-8, some people (3 pairs of 2 people) have the same. Krono also tells them that those who have the same number are married couples.
What the couples are is where the 6 minor variations come in: some combinations vary and one character might be perma-dead from the start. Also, some dialogue changes provide slight replay value.
At some point during flashbacks, the couples can be changed, or even perma-dead characters can be "revived", since their death can be prevented.
Due to the dungeon design and nonary-game influences, some characters might get stuck in dungeons. Leaving the area with them being left behind permanently kills off those characters, though they can still be revived post-game.
So, what do you think? Are these ideas any good or are they better left out?