giadrosich Posted May 29, 2013 Share Posted May 29, 2013 The direction I'm going in with Shattered Fate is having it like an older game that dumps you into it without much explanation. There's a very basic background with what went on, but other than that, it's completely open world exploration, no linear stuff going on. With Voyager, it's very story centric and cutscene driven for you to know what to do and where to go, this is due to me not knowing how to change the original cutscenes or take them out. I'm trying to avoid exposition dump as much as possible in Fate. I have no cutscenes whatsoever to get the storyline across. The only problem is...it's VERY difficult for me to do this. I'm not sure how to balance open world exploration with a coherent story. Can any of you suggest older games that had a storyline but no cutscenes? I'd like to look some of them up and try them out to get the feel for how they did it. Fire Emblem and Final Fantasy have been suggested already, but even those had some sort of "cutscene" with them. I need a game that doesn't have cutscenes, but has a storyline that you can glean from NPC and text in-game. Link to comment Share on other sites More sharing options...
SeithDarkwraith Posted May 29, 2013 Share Posted May 29, 2013 Keitai Denju Telefang for the Game Boy Color, it was very text driven {Texxt driven out the ass - the opening is 20 minutes long o_o} (sadly in japanese - which I can't read) but as for dungeons and at certain points in story it was not so straightfoward what you had to do or where you had to go. Shadow of the Colossus comes to mind, while you were given targets to go after and a form of guiding to the spots, you mostly had to find your own path since you could just cut straightfoward to the enemy. And finally Dark Souls, there are no real indications of where you're supposed to go ANYWHERE, and cutscenes only exist for bosses. Link to comment Share on other sites More sharing options...
Conker Posted May 29, 2013 Share Posted May 29, 2013 Diablo I & II. Sent from my cell phone, because ancient satellites from across the cosmic web are lame. Link to comment Share on other sites More sharing options...
HeavyZ Posted May 29, 2013 Share Posted May 29, 2013 You can always place elf messages, and have whichever fairy you want to explain things, NPC's and such. Really OoT was one of the first (if not THE first) nintendo games to have as much story as it did, and use cutscenes. Are you talking about the very first Final Fantasy? I haven't played it all the way through, but I wouldn't have thought it had cutscenes. Dragon Warrior for NES. Not much story is given too you at the start, you learn most of it by talking to NPC's. I'd suggest setting up elf msg's wherever you might need them. Set up NPC's that are only in certain spots on the way to the area.. area's you couldn't reach until after you have an item like a hook shot, or something to set off a switch and open a door. Certain bosses talk as well they could be used to explain parts of the story. Link to comment Share on other sites More sharing options...
haddockd Posted May 29, 2013 Share Posted May 29, 2013 Chrono Trigger for the SNES? Link to comment Share on other sites More sharing options...
Dj Helyxx Posted June 9, 2013 Share Posted June 9, 2013 I'm exhausted and sick, so I'm not gonna read through all the responses, so sorry if I say something that's already been said First off, it's not exactly older, but Journey gets the job done very well. The Adams Family on NES had little screes with objectives when something would happen, but not really any cutscenes or anything. Kirby's Adventure, Ico, Donkey Kong Country(?), Sorry... I'm tired x( Link to comment Share on other sites More sharing options...
EXIA Posted June 10, 2013 Share Posted June 10, 2013 a modern example would be demon's souls and dark souls, if you feel like checking them out. all of the lore is gathered from conversations with npc characters. Link to comment Share on other sites More sharing options...
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