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Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: NGTM-1R on June 28, 2009, 01:38:46 pm

Title: Earth Defense plot discussion
Post by: NGTM-1R on June 28, 2009, 01:38:46 pm
The plot will come soon, but first:

I see how it is.
Title: Earth Defense plot discussion
Post by: Snail on June 28, 2009, 02:22:38 pm
I see how it is.
:P
Title: Earth Defense plot discussion
Post by: Mobius on June 28, 2009, 04:22:02 pm
What's with this weird tendence to assume that Earth Defense doesn't have a good plot behind it? There aren't any n00bs working on the project and the plot is of relevant importance.
Title: Earth Defense plot discussion
Post by: Droid803 on June 28, 2009, 04:31:43 pm
What's with this weird tendence to assume that Earth Defense doesn't have a good plot behind it? There aren't any n00bs working on the project and the plot is of relevant importance.

Because when pressed about story, the response is MORE SCREENSHOTS!
Title: Earth Defense plot discussion
Post by: General Battuta on June 28, 2009, 04:43:24 pm
What's with this weird tendence to assume that Earth Defense doesn't have a good plot behind it? There aren't any n00bs working on the project and the plot is of relevant importance.

The fact that you're not a 'n00b' doesn't make you good at writing. Writing is a skill that very many think they possess but very few have actually developed.
Title: Earth Defense plot discussion
Post by: NGTM-1R on June 28, 2009, 05:26:12 pm
Even the screenshots don't help. The devil is in the details (like a unity of design among a faction's craft, which isn't one of the strong points this mod is showing!). The campaigns released to date which actually worked on these kind of detail didn't really have this problem because they used stock sets, at least until Blue Planet did both. It remains the only one. Everybody else with major mods in has blown it on the details so far.

So show me something special.
Title: Earth Defense plot discussion
Post by: Mobius on June 28, 2009, 05:42:23 pm
Because when pressed about story, the response is MORE SCREENSHOTS!

There are many basic aspects of the plot which are to remain unknown to the public until the release. The team has come to the conclusion that revealing a part of the plot's basic would reveal too much about ED. As far as I know, several screenshots have been removed because they were revealing too much.

The fact that you're not a 'n00b' doesn't make you good at writing. Writing is a skill that very many think they possess but very few have actually developed.

I meant n00b at creating campaigns and coming out with storylines. There are experienced people in the team.

Even the screenshots don't help. The devil is in the details (like a unity of design among a faction's craft, which isn't one of the strong points this mod is showing!). The campaigns released to date which actually worked on these kind of detail didn't really have this problem because they used stock sets, at least until Blue Planet did both. It remains the only one. Everybody else with major mods in has blown it on the details so far.

So show me something special.

This is a demonstration thread, meaning that the vast majority of the content you're going to find here consists of screenshots. I've already explained why the team doesn't really want to reveal several basic aspects of the plot.

About the unity of design - how about variety and the presence of placeholders in the modpack? The modpack evolves and upgrades are progressive. Also, there's additional stuff we can't show here, like exclusive cutscenes and music tracks.
Title: Earth Defense plot discussion
Post by: NGTM-1R on June 28, 2009, 06:40:48 pm
I meant n00b at creating campaigns and coming out with storylines. There are experienced people in the team.

Name them and their releases, then! It's not Snail (who is alleged to have done most of the plotwork). I'll grant he tends to be rational and coherent however. It's not Shiv, who posts very little and doesn't have much to say except "look, the screenies are shiney and distract you!" It's certainly not you. Did you chain Blaise Russel to a desk somewhere, or Ransom? No? Nuclear1? Singh? Woomeister? The team is short on experience, let's face it.

This is a demonstration thread, meaning that the vast majority of the content you're going to find here consists of screenshots. I've already explained why the team doesn't really want to reveal several basic aspects of the plot.

No, actually you haven't explained that. The team doesn't want to talk about anything, about the basic background, about what happens prior to the campaign, about stuff that Blue Planet has amply demonstrated would actually rather help set the stage (or more remotely in time, my own background work for Police Action before I lost the completed nine missions and gave up on that particular concept). A massive veil of secrecy surrounds even the most basic information about the setting.

Perhaps because it hasn't, y'know, been thought about. That would be about par for the course I suppose, but still.

About the unity of design - how about variety and the presence of placeholders in the modpack? The modpack evolves and upgrades are progressive. Also, there's additional stuff we can't show here, like exclusive cutscenes and music tracks.

Except, of course, I've been saying this since day one and nothing's actually changed.
Title: Earth Defense plot discussion
Post by: ShadowGorrath on June 28, 2009, 06:50:43 pm
Plot's nothing special, people. Be more concerned with the fancy mods they're making.

That said, sorry if I offended anyone. Please, feel free to flame me :D
Title: Earth Defense plot discussion
Post by: Mobius on June 28, 2009, 06:52:21 pm
:lol:
Title: Earth Defense plot discussion
Post by: shiv on June 29, 2009, 06:04:21 am
Plot's nothing special, people. Be more concerned with the fancy mods they're making.

That said, sorry if I offended anyone. Please, feel free to flame me :D
if you think our plot's nothign special... :rolleyes:
That's just silly that you didn't do much for this mod, then left our team even if you were impressed by our stuff and then you say that plot's nothing special. You start making bad opinion for yourself in my eyes. :doubt:
Title: Earth Defense plot discussion
Post by: ShadowGorrath on June 29, 2009, 06:38:31 am
No, seriously, I expected a much better plot in Earth Defense when I joined. The only thing I liked about it were the mods made for it, and I sorta liked your goal. The team's attitude and etc. changed that eventually.

And since I "didn't do anything" for the ED, I'm sure you won't mind me giving the stuff I made for ED to another mod. You didn't really bother checking it out anyway.
Title: Earth Defense plot discussion
Post by: TrashMan on June 29, 2009, 06:47:09 am
The campaigns released to date which actually worked on these kind of detail didn't really have this problem because they used stock sets, at least until Blue Planet did both. It remains the only one. Everybody else with major mods in has blown it on the details so far.

Really? You saying my campaign sucks plot-wise?  :wtf:


*adds NGTM-1R to his Gruesome Death List.*
Title: Re: Earth Defense plot discussion
Post by: Snail on June 29, 2009, 10:34:59 am
FEAR NOT THE PLOT WILL BE RELEASED SOON.


Sheesh, you guys nag too much. :P
Title: Re: Earth Defense plot discussion
Post by: Siddyus on June 29, 2009, 10:41:17 am
Im good with the flashy screenies and i prefer to discover the plot myself once i play it. Hopefully its gonna be great. Keep up the good work guys!
Title: Re: Earth Defense plot discussion
Post by: Snail on June 29, 2009, 10:48:27 am
A recent trend I've noticed with campaigns is that campaigns which put emphasis on storytelling rather than mods or gameplay tend to do better. For example, Blue Planet had an excellent plot and had great success whereas other mods such as Inferno Alliance, which lacked a proper story but which had some interesting mods, didn't do as well...
Title: Re: Earth Defense plot discussion
Post by: Mobius on June 29, 2009, 10:59:11 am
How about projects that combine plot and interesting mods? ;7
Title: Re: Earth Defense plot discussion
Post by: General Battuta on June 29, 2009, 11:21:50 am
How about projects that combine plot and interesting mods? ;7

Blue Planet had an excellent plot and had great success

Blue Planet also had great storytelling.

There's a difference between a good plot and good writing. Good writing can save a bad plot, but rarely the reverse. Good writing makes for good storytelling.

Title: Re: Earth Defense plot discussion
Post by: Mobius on June 29, 2009, 11:31:00 am
That's a generalization. I'm not refering to Battuta's last post, but to the whole point of this thread.

Changing texts (command briefings, briefings, debriefings, tech descriptions, messages) is a thing which can be done anytime. Creating or modifying textures and models is completely different and need more coordination. You can easily change someone's text by editing it, but doing the same to a mesh is much harder.

In other words, touchups to texts are not a priority if you still have an entire modpack to create. Even the plot itself can be continuously changed. One example is INFASA: although the modpack is mostly done, the campaign and several aspects of the plot are undergoing a serious upgrade which helps delaying the release of the project. Making that kind of changes, however, is not the same as rebuilding the modpack from scratch.
Title: Re: Earth Defense plot discussion
Post by: General Battuta on June 29, 2009, 11:59:27 am
None of that has anything to do with good writing. Anybody who thinks that 'good writing' means grammar and text touch-ups doesn't grasp the importance of said writing.
Title: Re: Earth Defense plot discussion
Post by: Mobius on June 29, 2009, 12:01:41 pm
Hire a good native speaker of English and you solve the problem.

Seriously, that's the last thing project teams should think about.
Title: Re: Earth Defense plot discussion
Post by: Snail on June 29, 2009, 12:02:29 pm
How about projects that combine plot and interesting mods? ;7

Blue Planet had an excellent plot and had great success

There's a difference between a good plot and good writing. Good writing can save a bad plot, but rarely the reverse.
Put storytelling in place of plot then. That's what I really meant...
Title: Re: Earth Defense plot discussion
Post by: General Battuta on June 29, 2009, 12:06:30 pm
I was quoting you to endorse your opinion, not correct it. My opinion was meant to be separate. Editing to correct.

Hire a good native speaker of English and you solve the problem.

Seriously, that's the last thing project teams should think about.


Hahahaha.

Hahahahahahaha.

The very first thing a project team should think about is the story it wants to tell. The characters. The setting. What should be foreshadowed. The villains, the heroes, how they should be portrayed. Ambiguity, symbology, mythology.

Everything serves the storytelling. Gameplay should be a story itself. Your campaign is made of two kinds of bricks: gameplay and story. It doesn't matter how great your architect is, or how beautiful your interior planning, if your bricks are made of ****. If the individual words chosen, the story motions and character arcs, are not good, then your bricks are just crap and your whole edifice will tumble.

Everyone thinks they can write. Very few people can.
Title: Re: Earth Defense plot discussion
Post by: TopAce on June 29, 2009, 12:28:20 pm
That's a nice way of explaining it, General Battuta. :D

Well said.
Title: Re: Earth Defense plot discussion
Post by: General Battuta on June 29, 2009, 12:42:09 pm
Thank you!
Title: Re: Earth Defense plot discussion
Post by: Nighteyes on June 29, 2009, 12:59:36 pm
No, seriously, I expected a much better plot in Earth Defense when I joined. The only thing I liked about it were the mods made for it, and I sorta liked your goal. The team's attitude and etc. changed that eventually.

And since I "didn't do anything" for the ED, I'm sure you won't mind me giving the stuff I made for ED to another mod. You didn't really bother checking it out anyway.

What a typical answer from someone grumpy that left the team.
I'll contradict, I joined the team and really liked the plot, and the team's attitude is really good, everyone is doing something and updates come in almost daily...
I'm really sorry that I prefer to mod then hear you speak about how the computer is kicking your ass in C&C   ;)

Siddyus - thanks  :yes:
Title: Re: Earth Defense plot discussion
Post by: Mobius on June 29, 2009, 01:02:23 pm
Hahahaha.

Hahahahahahaha.

The very first thing a project team should think about is the story it wants to tell. The characters. The setting. What should be foreshadowed. The villains, the heroes, how they should be portrayed. Ambiguity, symbology, mythology.

Everything serves the storytelling. Gameplay should be a story itself. Your campaign is made of two kinds of bricks: gameplay and story. It doesn't matter how great your architect is, or how beautiful your interior planning, if your bricks are made of ****. If the individual words chosen, the story motions and character arcs, are not good, then your bricks are just crap and your whole edifice will tumble.

Everyone thinks they can write. Very few people can.

Sorry, but that's ridiculous. Yeah, ridiculous. I hope you were refering to CDCs in your post, because if yours was an attempt to generalize I totally disagree.

About characters: It's even possible to add characters well after FREDding a campaign (providing that the missions feature messages coming from adaptable sources). Open the missions, edit the messages according to each character's behavior and repeat the procedure whenever it's necessary. It can be done via Notepad.

Do you even need characters? Do you even need to base the plot on them every single time? I don't think so. Many people prefer plots that have nothing to do with RPGs.

And mythology? I've been changing several names for a while to give them a mythological meaning and I can ensure everyone that no particular skills are required to do that. All you need is getting to know the myths you're basing your concepts on.

Finally, if FREDding isn't good and originality is totally absent, good writing serves no purpose. I've read several writing attempts of people who came out with very good texts, but those texts were the result of a mere copy and paste of something else. Writing good stuff isn't enough: the stuff you're writing also needs to be original and, at least, plausible.
Title: Re: Earth Defense plot discussion
Post by: The E on June 29, 2009, 01:07:54 pm
Interesting. Everything you just said seemed to prove the point GB was making. You didn't need to make those changes, since the missions themselves (presumably) worked, but since you wanted to not only entertain but tell a story, you made changes that enhanced the narrative.
And please tell me that you had a concept of what story you wanted to tell before you started FREDing.
Title: Re: Earth Defense plot discussion
Post by: Mobius on June 29, 2009, 01:11:33 pm
Interesting. Everything you just said seemed to prove the point GB was making. You didn't need to make those changes, since the missions themselves (presumably) worked, but since you wanted to not only entertain but tell a story, you made changes that enhanced the narrative.

Making that kind of change is not necessary. I was simply trying to say that implementing characters can be done well after FREDding every other aspect of the campaign.

And for a concrete example, I suggest to take a look at the main FreeSpace campaigns. Messages that helped in terms of storytelling came from unknown wingmen we know nothing about.

And please tell me that you had a concept of what story you wanted to tell before you started FREDing.

Having a concept? Yeah, of course. Without the concept it'd be impossible to get started.

But characters? Minor touchups to the plot? Relevance of certain authorities and the role of certain ships? You can handle this kind of stuff later.
Title: Re: Earth Defense plot discussion
Post by: General Battuta on June 29, 2009, 01:11:57 pm
These things I'm saying apply to all campaigns.

About characters: It's even possible to add characters well after FREDding a campaign (providing that the missions feature messages coming from adaptable sources). Open the missions, edit the messages according to each character's behavior and repeat the procedure whenever it's necessary. It can be done via Notepad.

You can do that. It's a crappy approach, but it'll work. It ignores the need to show as well as tell. It indicates that the campaign's story in no way hinges on the characters. Retail Freespace never took that kind of slipshod approach: Admiral Bosch's journey was clearly worked in from fairly near the start.

Quote
Do you even need characters? Do you even need to base the plot on them every single time? I don't think so. Many people prefer plots that have nothing to do with RPGs.

All stories have characters. In Freespace 2 retail, the ships are the characters as much as the people. So are the head .anis and the automatic wingmen and Command messages.

Quote
And mythology? I've been changing several names for a while to give them a mythological meaning and I can ensure everyone that no particular skills are required to do that. All you need is getting to know the myths you're basing your concepts on.

That's not what mythology is.

Quote
Finally, if FREDding isn't good and originality is totally absent, good writing serves no purpose. I've read several writing attempts of people who came out with very good texts, but those texts were the result of a mere copy and paste of something else. Writing good stuff isn't enough: the stuff you're writing also needs to be original and, at least, plausible.

So what you're trying to say is, good writing has to be good?

I applaud your depth of thought.

All this said, I think you're just misinterpreting what writing means. I think you're thinking of 'craftsmanship'. Writing is something much more broad and much more necessary, and it must be the foundation of any campaign. A bog-standard retail campaign with merely passable gameplay can turn into a legend thanks to good writing...witness Derelict.

It's odd. Like I said, everyone thinks they can write, everyone thinks they know what writing is about. But you don't know any more about writing than I do about electrical engineering.

The fact that The_E got it so instantly and completely suggests to me we may have a language gap at work here. Take a moment to make sure you know what I'm talking about before hurling yourself at yet another windmill.
Title: Re: Earth Defense plot discussion
Post by: Snail on June 29, 2009, 01:18:07 pm
DISCLAIMER

The actions of the members herein do not represent the general opinions of the Earth Defense team. They represent only the opinions of the members in question.
Title: Re: Earth Defense plot discussion
Post by: Mobius on June 29, 2009, 01:24:53 pm
Looks like GB's contributions to BP got the guy a bit cocky...
Title: Re: Earth Defense plot discussion
Post by: General Battuta on June 29, 2009, 01:35:57 pm
Looks like GB's contributions to BP got the guy a bit cocky...


If that's your reaction to being shut down in a discussion then you need some time off. Only the insecure resort to personal attacks when intellectually threatened.

Maybe it's never occurred to you that one's ability to present opinions in this community has never depended on the amount of time they've spent slaving away at a given project.

Moreover, I resent the insinuation that your opinion should for some reason be deferred to because of your devotion to as-yet-unreleased projects. I would have said all the same things if there were not a single project badge in my profile.

Finally, I protest in the strongest terms your suggestion that my affiliation with a story-driven campaign leads me to deprecate more traditional campaigns. You are a fool if you think that I would not argue for the value of strong storytelling in every medium. Moreover, your reaction betrays UTTER IGNORANCE of my point: which is that such storytelling was present in retail Freespace campaigns, making it the very foundation of everything a campaign designer should study.

Until you can explain to me, articulately, the difference between craftsmanship (what you think writing is) and actual storytelling (the kind of writing that made both Freespace games so great), you are groping in the dark.

Be a mature man (or woman) and admit that you learned a few things from my post. Then let's get back to cooperation.
Title: Re: Earth Defense plot discussion
Post by: Mobius on June 29, 2009, 01:39:52 pm
I posted that because I don't want to join a discussion in which we'll be telling each other how to FRED, write messages and handle plots. It would lead us to nowhere because none of us can actually change the modus operandi of the other - it's quite simple.

You put an emphasis on certain aspects of development that IMO are not as important as you claim. They're still part of the basics every single concept should have, but the hierarchy I have in mind is a bit different.
Title: Re: Earth Defense plot discussion
Post by: General Battuta on June 29, 2009, 01:40:44 pm
This is entirely untrue. Our FRED methods are, by all appearances, quite similar, given that all the ideas you presented to me via PM were concepts I'd already tried out. Let me quote myself:

Quote
Until you can explain to me, articulately, the difference between craftsmanship (what you think writing is) and actual storytelling (the kind of writing that made both Freespace games so great), you are groping in the dark.

The very first thing you do when creating a campaign is come up with an idea. What is this about? What's going to happen? Who's involved? You generate a gestalt. That is writing.

You did this with Steadfast, you did it with INFASA, and you will continue to do so in the future. It is a necessity. You cannot argue to the contrary because it is an absolute absurdity to do so. Any creative project begins with a notion to convey an idea.

Do you not get it? I don't give a flying **** how you FRED. FREDding is a transparently unimportant part of the process compared to writing. FREDding without writing is sterile masturbation. Imagine how 'Birth of a Legend' would've been if the FREDding were all the same but the writing had been done by someone less skilled than Kara.
Title: Re: Earth Defense plot discussion
Post by: Mobius on June 29, 2009, 01:44:59 pm
How can that be "writing" if the idea is relatively in my mind, it's vague and takes shape in a progressive way? Concepts evolve and you don't know what the final result will be like. You have the basics in your mind, of course, but IMO nothing is definitive until the very end. Speaking of FS-related projects, people don't know when they'll stop adding features to the projects themselves.

Also, what if you're working on someone else's original idea with the specific purpose of upgrading it? Your task is make improvements without changing the plot in a radical way. There's no "writing" behind that, and yet still improvements can be easily implemented.
Title: Re: Earth Defense plot discussion
Post by: General Battuta on June 29, 2009, 01:49:01 pm
Now you're starting to get it.

The entire process you're talking about is a discipline that can be taught, practiced, and refined. There are people who specialize in it.

How can that be "writing" if the idea is relatively in my mind, it's vague and takes shape in a progressive way? Concepts evolve and you don't know what the final result will be like. You have the basics in your mind, of course, but IMO nothing is definitive until the very end. Speaking of FS-related projects, people don't know when they'll stop adding features to the projects themselves.

Also, what if you're working on someone else's original idea with the specific purpose of upgrading it? Your task is make improvements without changing the plot in a radical way. There's no "writing" behind that, and yet still improvements can be easily implemented.

So people who write movie adaptations aren't writers? Translators aren't writers?
Title: Re: Earth Defense plot discussion
Post by: qazwsx on June 29, 2009, 01:56:14 pm
Also, what if you're working on someone else's original idea with the specific purpose of upgrading it? Your task is make improvements without changing the plot in a radical way. There's no "writing" behind that, and yet still improvements can be easily implemented.

Since when was writing and plot the same thing? Look at plot synopses on wikipedia, both them and the book/film accurately portray what happens, but with different levels of enjoyment and emotional context. ED (or any mod) may have a good plot, but without proper powerful and interesting writing the level of enjoyment will be much lower.

I agree with Battuta :yes2:
Title: Re: Earth Defense plot discussion
Post by: Snail on June 29, 2009, 02:00:20 pm
DISCLAIMER

This has nothing to do with Earth Defense. Mobius' opinions are his own.
Title: Re: Earth Defense plot discussion
Post by: Mobius on June 29, 2009, 02:01:08 pm
?

I'm refering to FreeSpace modding, only.
Title: Re: Earth Defense plot discussion
Post by: Snail on June 29, 2009, 02:02:51 pm
People please don't let this thread give you impressions about Earth Defense.

This is just people using Earth Defense as an excuse to flame each other.
Title: Re: Earth Defense plot discussion
Post by: General Battuta on June 29, 2009, 02:04:34 pm
Snail, I appreciate your desire to defend ED's good name, but this isn't a flamewar. It's a...correction.

I will not lock this thread meself, it'd be unjust. JEFFVADER!
Title: Re: Earth Defense plot discussion
Post by: Jeff Vader on June 29, 2009, 02:05:15 pm
Topic says "Earth Defence plot discussion".

Discussion is about who can write / who's a better person.

-> You dawg I herd you like derailing so we put a lock on yo lock so you can't.