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Keep at it, Anon!


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Discuss the lore for your game, how you build its world, and any difficulties you're encountering in doing so.
I'll start with a wild question:
What do (You) think makes talk for a game stand the test of time?
I am in the unenviable position of having thousands of words typed for the lore for several game projects, none of which is even remotely past the planning phase. It's fun to talk about with my friends but some of the ideas seem overwhelming. However, in the interest of bettering myself and stimulating discussion, I will share a story outline for a game I would one day like to make as a spiritual successor to Starfox Adventures, but if it were good and it took visual inspiration from Halo and Metroid Prime, with thematic inspiration from Treasure Planet and Laputa: Castle in the Sky.
(yes, i grew up during the 2000s and Krystal altered my brain chemistry.)

Characters:
- Prince/Knight: Cade. 
* human (wears armor suite with faceplate resembling white fox. his species is hidden from player and characters other than Paxton).
* Is a product of an arranged marriage, which is not loveless but is entirely pragmatic. Cade was the firstborn of his parents, who wanted a daughter for political reasons. He was left to his own devices for much of his life, and chose to be a knight

- Paxton/Engineer: Paxton, horned lizard/frog.
* "space dwarf" archetype who faintly smells of engine grease and oil at all times.
* Is the product of genetic uplifting from Cade's people, and is overjoyed to have been given a human mind. The uplifting process is specifically NOT done to create slave labor; Cade's people view it as a divine obligation that they make other species capable of sapient thought like themselves.

- Princess: Amethyst, purple foxgirl who wears a tube top and breechcloth. Swirling tribal/geometric tattoos over her fur.
* "lost princess" archetype who has lived in isolation prior to the arrival of Cade and Paxton. She is very knowledgeable about the planet but often speaks in mysteries and does not directly answer questions.
* She views the arrival of offworlders as a joyous occasion to be celebrated, and is fascinated by their foreign customs and manner of dress.
* Exuberant, but not childish. Inquisitive, but not cold. A very genuine and warm personality.
Replies: >>2744 >>2748
>>2743
Story:
- Cade and Paxton enter a single-planet system in a desperate wormhole jump in a dogfight with mercs. Their ship, a 2-seater fighter, is badly damaged and comes down hard on the planet's surface. They eject at the last moment. [basic gameplay tutorial and first level here]
- After Cade and Paxton explore area around their crash site, they find an ancient structure. There they meet the only sapient life form on the planet so far: Amethyst, who seems to be a princess of the planet and an immortal, ageless heir to it.
- Amethyst and Cade make first contact, and she helps the stranded men form a plan to repair their ship and take off again. The planet has abundant natural resources and advanced facilities, but they are all buried deep beneath the surface layer.
- This was not visible from space, but much of the planet's interior is a network of water-filled tunnels and caves that descend deep towards the unknown core.

- [first act: collect materials to repair ship while befriending Amethyst and learning how to swim/acquiring something to breathe underwater]
- [underwater exploration is done with flares and sonar pings, which can affect fauna in different ways]

- [Cade is introduced to several regions, including at least one underwater biome and traversal highway. While being shown around by Amethyst, he notices a deep tunnel going into murky depths.]
- - C: "What's that place?"
- - A: "That leads to the sunless depths, where no light has ever touched. It is a bad place."
- - C: "Does anything live down there?"
- - A: "Anything that does would need to live without air and without sunlight. I do not enjoy thinking of it."
- - C: "Have you ever been there?"
- - A: "...No. I can't remember anything about it."
- - [Cade learns that Amethyst has a kind of reincarnative relationship with the planet, and if she ever dies then she is reborn in a different form after a long time. Memories of her past lives are strange and blurred.]

- Cade notices a ship from the merc team flying low overhead, slow and with its belly skyward. The pilor must be scouting by eyesight, indicating the mercs' scanners don't work (just as Cade's ship couldn't scan the surface properly). Cade avoids the initial passes but is ultimately found and forced to fight one of the mercs.
Replies: >>2745 >>2748
>>2744
- second act: fighting mercs and scuttling their ships. acquiring new weapons and techniques.
- When Cade returns with the final material, the merc leader and his second-in-command have arrived at the ancient structure. A great fight ensues with the mercs sustaining injuries and leaving no ship intact except for the merc leader's.
- Merc leader, having found another structure elsewhere, has learned of the planet's true capabilities. He wounds Amethyst to distract Cade and descends into the structure, sealing it behind him.
[The planet's true nature has been hidden from the player until this point, though Paxton has speculated the abundance of metal and the odd life forms on the surface indicate life has not evolved entirely naturally.]


FINAL ACT:
- Amethyst is not worried about her fate, comforting Cade and Paxton before falling comatose. The two examine her injuries and find that her body is only partially organic, with much of her fur, skin, muscle tissue, and skeleton being synthetic fibers.
- Cade and Paxton determine that the only way they can help Amethyst is by descending into the sunless depths to find a rare material. Cade vows to do it, by this point more for personal reasons than practical.
- The sunless depths are finally explored, which is the highlight of the game. Featuring:
- - blind shark-man cave dwellers with hypersensitive ears. they are by far the most threatening enemies underwater, moving slowly and silently towards Cade and inflicting great chunks of damage with each tearing bite.
- - there are pockets of stale air within the sunless depths, and the shark-men can follow Cade there as well. they fight in a feral, uncanny manner and do not follow the same tells as other enemies. they are immune to any visual tricks (if that's relevant).
- - extended combat encounters against hordes of shark-men that crawl out of darkness towards the light of Cade's flares and the sound of his footsteps.

- The sunless depths also contain ancient writing near the material Cade seeks, describing the history of the planet.
- It is not a truly organic planet, but a great cache of raw materials surrounding a titanic forge. In ages past, some unknowable precursor race used it to manufacture legions of invincible war machines. For reasons lost to time, this race was unable to maintain their pedestal in the stars and the forge fell silent. Its inner workings slowed to idleness, and its more mundane subroutines began to experiment with forging organic life (the animals and plants on the surface, which seem as though they were placed into their environment rather than evolving from it).
- Over eons, with no master to awaken it, the forge took on a mind of its own (Amethyst). It has lingered in a purposeless state until our heroes happened upon it thanks to an emergency wormhole jump. Now the merc captain seeks to awaken the planet forge and use it to become a galactic tyrant.

Cade returns to the surface, being helped by a single shark-man who is capable of speech.
- "you... light..."
- "me... go... light..."
- etc.

Cade, Paxton, and Amethyst must find another way downward to stop the merc leader from harnessing the planet's power. The mercs' second-in-command, who was left to die by the leader, gives the heroes a [technobabble] that lets them track the merc ship to its final point of ingress into the planet. While they can't follow it directly, Amethyst knows of another much closer entry point that will get them to the same destination in a fraction of the time.

Cade descends [the other two can't come with him, but they can maintain radio contact] through the planet's crust in a very different biome, more like a series of steamworks full of searing airways and boiling coolant pipes.
[final area full of vast lakes of molten metal and plasma, constructs emerging fully formed, orange-hot and invincible]
[final boss fight against merc leader who is attempting to fabricate weapons and servants, but does not know how to control them]
Replies: >>2746 >>2748
>>2745
Gameplay:
- 3rd person melee combat with varying movesets: sword, knife, staff, hammer
- 1st person aiming and shooting, WHILE STATIONARY. used to interact with puzzle elements and strike weak points of enemies that would otherwise resist strikes.
- there must absolutely be the Halo 2 sword lunge as some kind of finishing move.
- I'd like there to be 1st person melee and shooting, perhaps with a 2-weapon system that allows guns and melee weapons to be used simultaneously, but it would be very unwieldy to combine tight action combat with long periods of isolated exploration.
- first-person aiming with mouselook also presents problems in balance and player disparity based on sensitivity and general awareness.
Replies: >>2748
So there it all is. Any details or questions that jump out at you would be greatly appreciated so I can view it from different angles and keep up the creative pressure to do something with my ideas, even if I don't get to this point until many years from now once I actually know how to make and finish games.

I had been thinking how to balance the nature of a planet mostly made of metal and artificial resources with the gameplay in the same way that Halo 1 had subtle details about the Covenant in their weapons: elites used plasma rifles, which were hard to aim but had heavy damage; jackals had exclusively plasma pistols because they could use charge shots to strip Master Chief's shields; grunts used needlers (and whatever else was lying around) because grunts were bad at aiming and needed a weapon that could support the elites and jackals.

The notion of metal-eating rust beetles occurred to me, as well as the notion of harvesting their hives for "live ammo" like in Oddworld Stranger's Wrath. Perhaps having to manage the beetles' population in each hive and keeping it above a certain level lest the nest fall fallow and deprive the player of a refill point. Could be good, could be bad, dunno.
Replies: >>2748
>>2743
>>2744
>>2745
>>2746
>>2747
I don't have any questions myself (being just a lurker). But I must say this is an impressive collection of ideas. GG.
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