Resource centre for ZX Spectrum games
using Manic Miner and Jet Set Willy game engines
Archive of the
Manic Miner & Jet Set Willy Yahoo! Group
messages
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Message: 1991
Author: soa1000
Date: 24/02/2001
Subject: Re: 'plot'
"i was just wondering if the art form of JSW/MM
editing will eventually surpass the need for a 'plot', in
the sense that an abstract painting or piece of music
doesn't need a story, it's elements speaking as a self
contained entireity."
I think that as with the
development of art over the last century, the two ideas will
separate and coexist, hopefully without any aggravation
between the two sides. And no Brian Sewell either
;)
"because, obviously, i'm struggling to come up with a
'decent' plot for my game, apart from the usual 'willy has
been sucked into another dimension and must X X X X X
(collect 255 flashing objects) and escape/save the
world/etc'"
Good God tell me about it. I can't stand plots any
more. After Willy vs the Beatles I'm going to wait for
the appearance of the PC editor, make a game with a
*very* loose plot (Willy falls down a pothole and has a
warped nightmare), and then abandon the cursed things
all together. Don't get me wrong, with WvsB it's been
a Godsend, giving me all kinds of ideas on how to
fill 256 rooms, but coming up with a good one and
getting your ideas to revolve to some degree around it
can be a pain. The plot to Time Hole was grafted on
purely because it was the first thing that came to mind.
I'd like to move into a more free-form kind of
designing, and just end the game when I'm out of ideas. From
what I've played of WGDTB, I don't think you'll ever
hang a plot on that, so I'd just leave it as an
abstract game
While we're at it, how many truly
plotless Willy games would you say there are in existance?
So far I'd say J4, Willy the Hacker, JSW Again,
Utility Cubicles, Utility Cubicles 128, and WGDTB. I'm
not sure if 1.1 counts or not
I do ramble a
lot don't I?
