[TuxKart-devel] The story
Status: Alpha
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sjbaker
From: Willian P. G. <wge...@za...> - 2000-06-30 00:27:06
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Hi, Steve I'll make some comments here about what may be a plot for TuxKart or why it is good to have one. Every major console mascot since Mario had his kart game (Mario + Donkey Kong, Sonic, Crash, Diddy Kong + Banjo + that Rare squirrel, etc.). That's almost a shame that all others copied Nintendo, but hey, that's a great idea, the games are funny. So it's natural that Tux get his own, too, being such an important mascot. That's where I'd grab a plot (we could call it a meta-plot): on the fact that every mascot must have his kart game, no matter what. A humorous twist: Tux is a penguin, he doesn't want to drive a kart, has no skill or will for that. But he is a mascot, he MUST star in a kart game. So we grab him from where he is safe and well, warm, and throw him in a kart game. The other characters could be all very excited about the experience, to contrast with Tux's initial mood. That's a start for the game: from the point where it is stated that Tux must have a kart game till when he and his friends are thrown in the main, central scenery, from where all tracks are accessable sooner or later (like that part in Diddy Kong Racing). There are many ways to make this intro look good. The enemies that may be used ( I'd go for: - a kiddie version of Bill Gates ( with a spirit along that boy who owns the ball and wants to control how/when/where/if the kids get to play a little ). A spoiled brat, without stressing that he represents Gates, in my opinion; - the BSOD, a frightening creature (even for the young boy, of course) -- maybe a thin silver/light gray body, not short, with a monitor as his head, with the Blue Screen of Death on); - others we may add later. ) would enter on their own, to prove that Tux is inapt for a mascot (taken from how they try to prove that Linux is not a good OS blah blah...). They could now and then make comments (written or spoken, no matter now) like: "these karts are hard to configure!", "this interface is ugly", "leave all inner detais to us and relax", "we know better", "if we made the karts, Tux wouldn't fit on our patented chairs (remember that Gates versus automobile industry episode?)), etc., don't know about Microsoft slogans, but maybe we can make fun of them too. This is a light plot, not trying to come up with a stupid reason for the races or none at all. It ironically makes fun of being another game on the genre and settles nicely the place for Tux there. But it also sets the mood of the game, frees us to use ANY landscape for each track (there just gotta be icy ones, but also other new designs would fit well) without needing to explain why/how they ended up on this or that terrain in the story -- think about it... Another point: with Tux unwilling to play, not knowing how, we can have a first part of the game where all of the characters drive terribly (car "dies" now and then, turns end up on the walls, jumps end badly, motor doesn't start, car runs in "spurts" (my knowledge of English doesn't help sometimes...). This all independent of the talent of the player, till he practices enough (like raising an rpg character) that Tux or the others actually become good racers. Of course this phase shouldn't take too long, and should be restricted to a story mode. This is a way of increasing the gameplay time and fun inside a single track (which may be the central place I mentioned before, like in Diddy Kong Racing). Since playing Mario 64, finding ways of increasing game time and level exposure to the player has been a concern for me. There's so much more to see in a 3D game. Having a meta, self-referential story like that allows us to place the game in a virtual world that at the same time is aware of our world, the internet, the fact that it is a game, etc. Then there may be the possibility for other people to add characters and tracks. It all fits nicely, even with the plot. The characters 'know' they are videogame mascots of an open source project, that people will download their game, make additions, etc. So they may enjoy the appearance of new racers, new tracks to try (A character says:"What about downloading some new tracks ? That'd be appreciated" or whatever), etc. They may comment on their website, have special packs for christmas, anything. Got it ? So what do you say ? That's just one possibility, but as I said, it leaves the design more open for different tracks, characters, etc. Ah, one comment about different objectives: during a race, there may be an event like: BSOD or the boy got the superuser password! Get him fast or he'll become a deadly virus! Then that race is possibly forgotten (in story mode) and it becomes a chase the pesky one game. There are also many subgames and different modes that can be easily implemented, but that's a topic for some other email. 3D landscapes with basic physics laws, no matter how simple, are really playing fields, entertainment parks, not 'just' a single game. Mario 64 told me so... -- Willian, wge...@za... |