Thanks for the review! A lot of your points sort of tie into the same thing, which is why I think feedback is so valuable for my writing process. Essentially the way I write an arc is I'll get an idea and try to fill it out as much as possible, but typically my initial version of an arc is more of a story outline. After having a few people run it they'll (Hopefully) leave feedback which will help give me ideas about how to flesh out the story a bit more.
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Originally Posted by PoliceWoman
Ignition of the Machine reviewThe premise is to help a scientist test out a new android. The arc description warns that it is hard. The contact is a scientist in a white lab coat by the name of Dr. Shelley. The name makes me instantly think of Dr. Shelly Percey, but it's not the same person at all. Perhaps his name is meant to be suggestive of Mary Shelley.
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Yeah, the name is meant to reference Mary Shelley (Hence the unusual spelling of Shell
ey) for the obvious Frankenstein link. I didn't want to go with something quite as obvious as "Dr. Frank" or something.
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They seem confused as to why they are present. I'm not quite sure why they're there either. I guess they are there for mechanical reasons (to prevent Dr Shelley from instantly being freed upon entering the mission) but they still seem out of place.
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Yeah, the main reason is to prevent an instant auto-complete of the objective, but the Council also ties into the story later on so I wanted to have them show up consistantly throughout the arc. I've gotten a few ideas for clues to add to the first mission from your review to give more reason as to why the Council are there.
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I had wondered if "Shell" was intentionally named similarly to "Dr. Shelley", and liked that it was confirmed by the debriefing. I also thought perhaps Shell should have a seashell as chest logo (instead of the tech hole symbol) but it's not a big deal. Since Shell is a female robot, perhaps she should be named "Shelly"? (Maybe too similar to Dr. Shelley though.)
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The Shell logo is a good idea. The truth is I don't know the emblem choices very well because the list is so LONG, I don't tend to have the patience to look through the whole thing. Also, I went with "Shell" instead of "Shelly" deliberately, just because the word "Shell" has so many different alternate meanings.
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Searching for hostages on a large outdoor map with Shell in tow rapidly becomes tedious; I basically have to clear everything while she's with me, and the mission doesn't appear to have any items of interest other than Burkholder and the hostages (who all have identical dialog). After rescuing 2 hostages this way, I end up ditching Shell and running around looking for the last two hostages on my own. This is contrary to the spirit of the mission (since I'm supposed to be sidekicking Shell for exp) but it does complete the mission.
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You're the second person to mention the problem with finding hostages on this map, and I found the same thing when I was testing. I think what I might do is only make it one hostage, and maybe toss in a few other objective types to fill out the map a bit.
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[-0.1] Don't understand: just what were Burkholder and the Council Robots trying to accomplish in Steel Canyon? I don't buy that they were after Shell (they were capturing human hostages, and no one really knew we were going there except Dr. Shelley). What were they up to? Maybe they need some kind of crime in progress that Shell and the player interrupt.
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This is another point a few people have mentioned that I should clarify somewhat in clues - the idea is that Burkholder actually isn't IN Steel Canyon until you rescue Shell, because the the robot guarding her sends a scan of her back to Council HQ and the technology in her catches Burkholder's attention, so he arrives to join the invasion. The invasion itself is kind of just a standard "Council invade Steel Canyon to kidnap people or whatever!" sort of thing.
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[-0.01] Continuity: story jumps from "I think they're after Shell! You have to find her!" (Shelley's dialog) to "you were able to extract the location of the Council base where Shell was taken" (in Robot Memory Core). I think you need a clue or line of dialog somewhere in between, that actually says that Shell has been captured. You can infer this from these two lines, so I only marked off -0.01; but I think it would be more effective to discover Shell's empty rack (or something), so you know she's missing, then finding out where she was taken.
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I think I might re-write this bit so that when you rescue Dr. Shelley, he says that the Council caught him off guard and threatened him to give them Shell, and Shell went with them willingly in order to protect him. This would both solve you concern that it's not quite clear that Shell is missing until the end of the mission, and also fill the plot hole of why Shell didn't just nuke the crap out of the invading robots.
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[-0.01] Don't understand: why is this mission called "Vengeance and Curiosity"? None of the characters seem to demand vengeance or act curious. Is this the name of a book, like some of the other mission titles? I'm not familiar with this phrase.
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I wrote this arc a while ago and can't really remember why I gave the mission this title, but you're right, it really doesn't make a lot of sense.
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[-0.01] Characterization: the contact is very serious here talking about important stuff, and yet, for the first time, he does not use his catch phrase "That's not important. What is important is...." (Minor, so only marked off -0.01)
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The skipping of his catch phrase was actually intentional, as a way of showing "Things just got serious". Up to this point the arc has a pretty joke-y tone, but his tone here is meant to imply "This is no time for catch phrases".
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[-0.1] Characterization: the contact says "You know she can be so much more than that" when talking about Shell, and the briefing is trying to motivate the player to care about Shell due to the player's interactions with Shell so far. But so far Shell has very minimal characterization -- just a couple lines in missions 1 and 2, none of which are very humanizing -- IMHO, not enough for the player to really care about her. If you're going for "Shell is a person that the player should care about" here, she needs more build-up as a person.
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This was something that I'd felt about the arc the whole time, but you're the first person to have mentioned it - so until now I figured maybe I was just overthinking it and people weren't noticing, but since that's not the case I do agree with you here; Shell needs more characterization if the arc is going to focus on her. I've got a few ideas about how to do this - some computer console glowies in the first mission with logs from dr. Shelley might help to establish a bit of what her development was like. Adding some dialogue for her in clues in the second mission would also help solve the problem of the fact that it's hard to have an ally say a lot since you only really get 4 lines with them.
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Inside the Council base there are some battles between Council and Council Robots. I wonder if maybe the latter would be more correctly labeled "Rogue Robots" (the existing enemy group).
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Interesting note, all the robots I've used in this arc actually ARE rogue robots, because for some reason the actual robots from the Council don't have a level range where you get an overlap of minions/LTs/Bosses, while the rogue robots do. The reason they aren't Rogue vs. Council in the battles is because from what I remember writing the arc, I think this is meant to be Shell having wirelessly hacked into the Council computer systems and turning some of the AI against itself, so they're technically all still Council robots.
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[-0.01] Formatting: the clue has lots of formatting in it but is not very suggestive of a computer readout. For instance, "He-h-hee-lh-e-lp", while a reasonable thing to say aloud when confused, is not what a garbled computer message should look like. I'd suggest inserting random decimal or hexadecimal digits, using ALL CAPS, and/or BREA KING UPWO RDSI NTOB LOCK SFOU RCHA CTER SLON G. For example, "0011 56HE LP9M E12S 0C0L DAND DARK". You don't have to do exactly that; I just don't think the dashes and the different colors work for this purpose.
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I actually wanted to avoid the standard "Garbled computer nonsense" that a lot of people use for "Insane AI" because I find it's kind of overdone, and I wanted to suggest that something different than just "Really complex computer program" was going on with Shell. You're right in that this probably wasn't the best way to do it, but I've gotten a few ideas of ways to better suggest that.
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Is it my imagination, or do all of this author's arcs have a creepy flayed model in them?
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Not ALL of them... just... 4/5ths of them? I don't think I have any in The Beating Heart of Astoria.
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[-0.01] Phrasing: This sentence is awkwardly phrased. Suggest you rephrase to something like "with each step it takes, it seems about to fall apart". I notice you now refer to Shell as "it" instead of "she" -- unsure if this was deliberate.
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The "It" is deliberate - the idea that with the outer layer stripped away, it becomes a lot more obvious that Shell isn't a "she" and never was - the idea is that just because something appears male or female doesn't make it so, and a machine doesn't have concepts like gender identity.
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My objective switched to getting Shell out in one piece. I deliberately let the Council kill Shell, since I figured that was probably less tested and I was curious to see if I could break something. This caused the mission to fail and ended the story arc.
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In the arc description when it says the arc is "Hard", it's actually just referring to trying to complete this last mission as intended, with rescuing Shell. It's actually not that difficult if you just clear the back room and leave her behind to clear out the rest of the mission, but that's kind of going against the spirit of the thing.
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[-0.1] Dangling plot thread: I thought maybe Shell was controlling the Council robots that attacked the other Council, but never found anything further to support this idea.
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I may add some dialogue to make this more obvious - or perhaps change it so that it was Dr. Shelley who hacked into the Council systems and reprogrammed some of the robots to help you out.
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(This does make me curious as to the "success" branch of mission 4... I'd guess that even if you lead Shell out, her personality is too damaged to recover, hence why Shell becomes an "it" after torture.)
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It is basically the same ending if you manage to rescue her - the key difference is basically that in the "Good" ending, Dr. Shelley gets a chance to say goodbye to Shell.
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I also felt that the Council needed more motivation for their actions; I could totally believe that Burkholder and/or Vandal were trying to steal the Shell android to cannibalize for their own robots, but there's not many clues that really explain what they're up to. As presented, it seems like the Council is there purely as bad guys, without a lot of purpose beyond that.
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Burkholder wanting to cannabalize the technology is meant to be his key motivation, but you're right that it needs to be more overt. I think I should add some clues to the 3rd and 4th mission to make their objectives more clear.