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#1

Story ideas?

Archive: 10 posts


Has anyone got a cool idea for a story or could I get some tips on how to think of one I really have a problem when it comes to storys, I spent like 20 hours in the create mode and create like 40% of a level and then I quit because I don't have a story and don't know where to go.. Help would really be appreiciated I love making levels about greek/roman mythology, the middle-ages, anything that has to do with the past or myths and stuff suits me Oh yeah, i hate making sci-fi levels ;P2009-10-26 09:18:00

Author:
Kn0cked-0ut
Posts: 562


The same thing happens to me, Currently I've got 2 levels that are about half finished, sitting on my moon and I just can't think of what to do next 2009-10-26 11:07:00

Author:
Unknown User


You're not giving us much to work on here, but have a look at http://tvtropes.org/ and see if there's anything that inspires you.2009-10-26 17:24:00

Author:
Rogar
Posts: 2284


Story Writing 101: Okay, all stories need some type of conflict. Start here. What do you want the conflict to be? Is the a quest to fulfill? Some task to perform? What is in the way? For LBP levels, much of this can literally be obstacles.

Next, work backwards. Yes, you have to go the end and work back to the beginning. Not literally in the level itself, of course. Decide how your conflict will be resolved, then work the elements in the level to achieve this end. I like to plan this out in my notebook before jumping into Create mode.

Judging by your post, you start off with an idea but don't get beyond this point. I guess you are putting a lot of work into the beginning and then running out of steam.

To sum it up. Start with the end in mind. I hope this helps.
2009-10-27 23:37:00

Author:
thanatos989
Posts: 248


Reading helps.

If you're interested in Greek stuff you could recreate the story of the Titans. Maybe you could create a level around giving Zeus a good old knock on the head and out pops Athena with the scoreboard, I dunno.
2009-10-27 23:57:00

Author:
Ayneh
Posts: 2454


For games, story is less important than defining move sets. If you know what you'd like Sackboy to do the most, you can easily create a level around that. Hence, the current craze I've noted for "Jag on the R1 Button" contests and "Jump! Jump! Jump!!"

That said, you need two things to tell any story: character and plot. Characters with exotic positions often work the best. Ninja, Pirate, Athlete, so on.

For plot, fill in the blanks: "When [something happens], [protagonist] [pursues goal]. But can [protagonist] succeed when [antagonist] [provides opposition]?"

Example: "When old friends come to him with a proposition, Nathan Drake sets out in search for Shangri'la. But can he succeed when Lazarevic, an evil mercenary commander, is also seeking the Lost City for its dangerous treasure?" (The plot to Uncharted 2.)

Your purpose may be to receive an ACTUAL story idea from this thread. As in, "somebody just FEED me something!" If that's so, start with any single, specific theme or character type you like, and post here, or send me a PM.
2009-10-28 06:35:00

Author:
coyote_blue
Posts: 422


Thanks people for your, help This is exactly what I needed, I have a theme and like the half of a story in mind but these tips can help me with this level and the upcoming levels. I didn't want to get an actual story because i've already made a big part of the level and It would be hard to fit it in 2009-10-28 09:00:00

Author:
Kn0cked-0ut
Posts: 562


I wouldn't actually worry about working a lot of story into an LBP level anyway - they work best I feel with just the "spine" of a story - something very very basic, that allows the story to unfold in travelling from A to B, from B to C, and finally from C to D (or C back to A in some cases, or, if you're Grant, from A to C, C to F, F back to A, A through B and then back to F again, then to D, and finally around A, C, and E, ending at Z.)

Honestly, as long as the level itself is really cool, the story could be as mundane as humanly possible and still do its job! Look at The Movies! The story: "You... go to the movies! You enjoy the movies. At the end, you're homeless. Yaaay! *confetti*"

Just give the player a bit of a reason to "GO" at the beginning, and then offer up a few interesting twists here and there in the gameplay, or just use an old classic, and skew it a bit to make it funny. Maybe Grendel is harassing a town, but where is Beowulf to save them?! Your job is to find Beowulf. You eventually find him and he's just a useless crybaby, so you end up saving the day for everyone instead.
2009-10-28 13:17:00

Author:
Teebonesy
Posts: 1937


I thought of a level that would have been called "boss battles", but never got to it. Basically just 4 bosses (fire,water,wind and earth) and you get a sticker for beating a boss. When you have all the stickers you can challenge the boss of the bosses.2009-10-29 18:50:00

Author:
Chamion B
Posts: 124


For me I started with the idea of wanting to create a level that gave the the player a feeling that they were exploring an unfamiliar location that could have some possible hazards but also promised rewards.

So I started with an abandoned house. Location will sometimes inspire a story line. That brought up questions... what might you find in an abandoned house? The answer to that was it depends on how old the house is... so I decided to make it in the period of the early 1900s. What would you find in a mansion in the 1900s? The items I came up with and the age and delapidation of the house inspired me to come up with obstacles/puzzles that incorporated those.
What kind of living spaces would you find in this period of a house: Bedroom, attic, bathroom, cellar, dining hall... we had a crawl space as well as a cellar in the house I grew up in... it creeped me out so I added it.

Other questions arose. Why was it abandoned? How do I tell the story of why it was abandoned? Ghosts, journals, and old newspaper articles seemed like a viable mode.
How did the player get here? Why is his motivation for going on. I came up with obstacles that I thought were pretty neet but that brought up the question why would this particular obstacle be in this house? All of this fed a story arc. Before I knew it the mansion I was building was growing as fast as Rose Red (Stephen King novel). By the time I got to the cellar my thermometer was maxed out and I was only a third of the way through the story I had built in my head. As I created the story arc continued to grow so big that I determined it would take three game levels to tell the story. I am almost finished with the second level... as the story evolves in the second level I am going back and tweaking and making additions/subtractions to the first level and working on bits and pieces of the third level so that the there is a smooth compelling and rational flow in the story arc.

Anyway, that is just one example of how I got inspired.
2009-10-30 18:51:00

Author:
enodrawkcab
Posts: 238


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