Storyline, possible backstory
Posted 01 June 2003 - 12:42 AM
Childhood's End...that's some classic sci-fi.
Posted 01 June 2003 - 04:01 AM
Posted 01 June 2003 - 05:09 AM
Posted 05 June 2003 - 07:29 AM
Not everyone died, however. A few androids escaped in the spaceship. They landed on mars, because it was the closest planet suitable for them.
After building a base, they faced a new problem: who will lead them? They need someone as a ruler. They solved also this problem, however. They got the biggest brains on the planet and combined them all into one big brain. The brain was a perfect solution.
After many years, however, the planet was on the edge of over-population. The brain ordered to look for other planet with suitable environment. Soon he got the report on third planet from the Sun: "very good climate... lots of water... many animals... What? Some intelligent race? Ah, we can just get rid of it."
Edited by Judge_Deadd, 05 June 2003 - 07:29 AM.
"Just imagine if you were really the XCOM commander. You'd build defence modules like there was no tomorrow. Because if you didn't, there really would be no tomorrow!" -- Aiki-Knight
Posted 05 June 2003 - 04:56 PM
There were some really good ideas in those backstory suggestions, and I REALLY liked Jim69's input about alien interrogations serving to 'peel away' layers of the story-- if it's interesting enough, it adds another motivation/addiction to completing the game.
Some thoughts I have:
Ultimately, it's a case of US versus THEM, and with extreme prejudice
The aliens' motives are needed-- there MUST be a reason for their hostility, eh?
An explanation for the various types (and habitats; i.e. aquatic, terrestrial, etc) of bad guys is needed.
A reasonable tie-in with the original XCOM storyline should be provided for continuity (Cydonia, the OverMind, etc)
By the same token, the evolution of the events/stories of XCOM 1&2 should naturally lead to the story of XENOCIDE
I'll get back to you on this-- I've been giving it some thought since before I ever heard of the Xenocide project, and have copious notes after I've refined them a bit
Posted 05 June 2003 - 11:23 PM
Posted 05 June 2003 - 11:42 PM
Posted 06 June 2003 - 12:20 AM
Second, I think all the stories rock. Whatever we do, we definitely need to create a page dedicated to the history of xenocide, as Breunor said, with all of the possible backstories included. THAT said, I don't think we should include too much in the game. I think the aliens should either be mysterious and left unexplained, or just plain mean and terrible. Long explanations about how Earth was seeded and how the aliens fought amongst themselves would be kinda boring when you're just waiting for your research on the Lightning to finish. We should have a few pages about how the aliens are mean, and they like to eat cow brains, or whatever, and leave it at that. Not that this isn't good stuff. It's good stuff.
Gripe #3: Okay, I'm sorry, but if you microwave corn, it doesn't grow better I don't want to burst anyone's bubble, or kill the aluminum foil industry, but let's keep our feet on the ground, here. If there WERE an alien race on Mars, and they WANTED to conquer us, gee wiz Christ would have been wearing a crown of alien alloy barbed wire, alright? Government agents cover up coups against small Latin American nations, not Sectoid crashes. Instead of waving Geiger counters around crop circles, drop fifty cents to give some starving Kenyan toddler a lunch, and maybe when the aliens DO find us, they'll actually respect us enough to NOT obliterate our civilization. *sigh* sorry, that was harsh. But worth being said. Anyway, I'm not saying alien life is an impossibility. I don't believe I live at the exact center of the universe, I'm just saying there's so much going on in the world that really needs to be uncovered that it really irks me when people waste their time on UFO theories. Er...except X-Com. X-Com is worthwhile.
Posted 06 June 2003 - 11:00 AM
In development we need to have every facet of the story documented and written up so all of the developers know exactly how each part of the story fits in with another. If we didn't the art team wouldn't know how one design fits in with another and the programming team might decide to write code in such a way that an alien's animation doesn't fit in with the storyline.
The story won't be written up in the final game. The genius of xcom was that the storyline was leaked out through snippets of info and gameplay. For the story to unfold in our game we have to have a complete story to begin. If we don't and just wing it we'll end up with something I wouldn't want to put my name to. Having a storyline and guideline will unify the game and make it look more professional.
Posted 06 June 2003 - 12:25 PM
As to microwave radiation, there are lots of different levels of radiation. As you may know, most of us are sitting next to CPUs that are emitting electromagnetic radiation in or near the microwave range. That doesn't mean we're cooking ourselves however. I can't vouch for the authenticity of my ufo-devotee friends, but their research shows a proven increase in crop harvest from seeds that were irradiated by the energies found in authentic crop circles. The whole point was that microwave radiation had been detected in the crop circles in real life, and why would that be? I agree with Deimos that there needs to be some storyline to tie the game together, and why not use current theories that have been developed in real life? Whether we believe in those theories is just as relevent as whether we all believe in alien life. If you don't should you avoid making or playing games with aliens in them? Of course not. We're all just trying to enjoy ourselves.
We're just spitting out ideas here, hopefully not spitting on each other
Posted 07 June 2003 - 11:59 AM
I have tons of UFO books, Loads on crop circles. iam one of those who "want to believe". And what have I found? Nothing conclusive.
I mean IMHO, there is more evidence more accessible for less effort, that supports that claims of Christ. (I'll finish that one with a poignant full stop).
The fact is if we came accross a malovalent vastly superior alien race, we'ld be seriously screwed to the nth degree. We could do our selves some more favours by caring for our felow man, so at least if they come we have some solidarity. Or they are so are impressed by our compassion for one another, that they want to leave us at least as a museum piece.
Anyway, the game... ... I have a document with some stroy Ideas I put in. The whole"face off" become the bad guy/your enemy when you defeat him thing. See it from the aggressors side and how we can all be slave to the evil in side each of us. Anyone who is sentient AI/human/alien still "keeps the beast within him under ceaseless attack" (faithless lyric) in order to stay at some level of moral responisibility. Or make it so that when the nations come together and stop in fighting, we can effortlessly remove the aliens.
Posted 07 June 2003 - 09:04 PM
Posted 08 June 2003 - 11:04 AM
Once that is done, all we'll have is the rough draft. It will need more development in each area, especially tie-ins to the aliens and technology used. This needs to be done so that the art department's work will match what people would expect given the back story.
So if anyone has ideas based around what's already out here, toss them in the pot in the next day or two if you can.
Posted 08 June 2003 - 11:10 AM
Posted 08 June 2003 - 01:01 PM
Edited by j'ordos, 08 June 2003 - 01:01 PM.
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Posted 08 June 2003 - 03:10 PM
I understand where you're coming from. You don't want to have the story spoon fed to you. The problem is that in development it is often necessary to focus on the stuff that a player would find boring simply because the dev team needs to know exactly how something fits in.
Ahem...glad to have generated some discussion. Deimos, I wasn't really saying backstories suck, I was just suggesting that we not focus too much on that part of the backstory that is going to have little relevance to the game, other than as a side note, but I see what you're saying and I'll try not to be too much of a pain in the arse.
If you don't understand something asking for a clarification on why something's being done isn't being a pain in the butt, it's an inquisitive mind.
I for one would rather be asked what the relevance of something by someone and them get more enjoyment out of the game because they know, than just jumping to a conclusion and slagging the game off everywhere they can
Posted 08 June 2003 - 05:42 PM
I'm gonna have to go with Breuner and Deimos on this one. We need to know exactly what direction were going in to reach the final destination. And, this is a perosonal opinion only, the more comprehensive the universe we create, the better. We want to be sucked into the game...feel creeped out at a terror site...here a noise from the speaker and actually be startled..have an ambient environment so real that you imagine your a part of it. Now, while a lot of this is up to the art, sound, and programming people...if it doesnt all tie in then it just wont seem as complete an experience.
Why be spooked if you dont know what there is to be spooked about? Granted, there is definately a balance of what one knows (about the game) and what one doesnt. If you know too much, it loses the surrealness...too little and it seems like Doom. Thats what was great about the the original...as you become a better player you also uncover a greater understanding.
So, having the story does become a large part of it. At first glance, crop circles may not matter much. But lets assume that after interrorgating an Navigator you learn they are really a way to select for alien base locations...sorta of a navigational aide. Hot damn, now they matter...
The Devil is in the details...
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Posted 08 June 2003 - 06:17 PM
Posted 09 June 2003 - 08:33 AM
Any thoughts about this, could we make some kind of 'mix and match' system for variety, having say 10 variables in a story that would include country, city name, people's names, etc?
Posted 09 June 2003 - 05:49 PM
I like the idea of the end-of-month report in the form of an encapsulation by a Xenocide representative... what about having the rep show a sound-byte from the mainstream media and following it up with the monthly report? The sound-byte would be tied to the player's activities for the month-- maybe based on their highest-scoring mission for that month? A media story about cattle mutilations, for instance, tied to the player's taking out a harvester ship. I'm not a programmer, but it seems like you could tie in the player's progress (or lack thereof, if the AI program is winning) with events in the "real world."
I strongly agree that repeats of the same news reports would be a terrible thing, but if they reflected the ongoing gameplay they would add awesome realism to the game! The AI code (I've scratched the surface in games like Age of Empires) would have landmarks/triggers, right? If the player choked on terror zones 'X' number of times, for example, the code could trigger sound-byte reports of panic, rioting, whatever... That particular byte would appear ONLY when the specified number of Terror-Zone failures had occurred, and never again. Does this sound do-able, or practical? I'm only a squaddie here, so I may be aiming too high... (I hate it when I overshoot 'dem Sectoids!
Posted 11 June 2003 - 09:26 AM
Having triggers would probably work, I'm not a coder either so I'm not sure about that. The video footage could possibly have replay footage in it too. Games like warcraft let you watch a replay, so what about if you trigger an event like a terrible terror site mission score, the report includes something like, "citizens of Turkey panicked as apparently alien forces attacked the city of X this month. Shortly after the attack began, operatives from an unknown group attempted to repel the aliens, but they were beaten back and all citizens were killed. Our news helicopter caught parts of the fighting on film, but could not stay long due to the fire fight." In the background you see some quick shots of when things exploded or units/civs were shot. The isometric camera angle fits nicely for helicopter footage.
Of course, this leaves the text-only version that we'll probably use for v1 and enters the realm of really fun and difficult to implement v1+. For those who missed the previous discussion, the newscaster would be something like Ananova, sitting behind an anchor desk with the video/stats on a screen to the side. She would be fed text with Sable tags imbedded. Of course, using such a system is possible, it only adds about 500MB of data to the game for accurate text-to-speech. A bit much for an add-on I think.
Posted 11 June 2003 - 10:08 AM
There's a ton of stuff that can be developed from the main story, it's just the most basic outline at this point. So consider all the areas within it that need more development. I'll start a couple threads for each area, and we can focus discussion in those areas.
Posted 14 June 2003 - 03:59 PM
You start with 2 low-level interceptors; capable of carrying troops; you must find a way to combat the higher flying UFOs, as well as detecting and destroying the orbiting ones. Also you must find an alternative power source, to fly faster. All of this must be done before the aliens get Cydonia fully functional, as well as restart the invasion of Earth;( as well as the colonies (version 2 maybe))
Well, thats about it, what do you think?
Posted 26 February 2004 - 03:51 PM
It seems a bit awkward, but what if the aliens were not aliens at all? What if in fact the aliens were the true natives of Earth, and thousands of years ago humans came and invaded earth, with some type of "mystical" rather than technological means of space travel. We may have been a product of God's wrath towards the aliens for a mortal sin caused by their entire race that would lead to their replacement as the dominant species of Earth. Either that or we could have been some sort of barbarian race that enslaved and killed sectoids, ethereals, etc. The aliens could be merely getting their long-awaited retribution in X-COM 1.
This could also lead to possible references about earthly fables and myths, such as Atlantis or the Bermuda Triangle. Maybe even the Pyramids and Sphinx in Egypt.
Edited by Xer0, 26 February 2004 - 03:54 PM.
Posted 26 February 2004 - 10:14 PM
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Posted 27 February 2004 - 08:18 AM