Thoughts on multi arc storylines?


Daemodand

 

Posted

Are they a good idea or a poor idea? I'd imagine it might be a bit much to expect people to play through a multi arc storyline.

I'm planning a pretty big story myself once they add story slots that can be bought. However, even though it's an overall story, I plan to try to make the individual parts be comprehensible on their own since each arc will be about thwarting different higher ups from the same group.


 

Posted

They're a bad idea as most players are looking for relatively short arcs (so they can maximize the number of stories they can see) and it breaks the paradigm of AE (AE stories, by design, are limited to 5 missions).

Any story can be told in 3 missions (beginning, middle, end; introduction, complication, resolution). All else is self indulgence.

I (and most people) avoid multi-arc arcs.


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Posted

I don't avoid multi-slot arcs, and there are enough players who share my view to make a viable audience I think.

I try to judge each arc on its merits. I've played some crap single-slot arcs and some good multi-slot arcs.

Eco


MArcs:

The Echo, Arc ID 1688 (5mish, easy, drama)
The Audition, Arc ID 221240 (6 mish, complex mech, comedy)
Storming Citadel, Arc ID 379488 (lowbie, 1mish, 10-min timed)

Quote:
Originally Posted by Samuel_Tow View Post
[The Incarnate System is] Jack Emmert all over again, only this time it's not "1 hero = 3 white minions" it's "1 hero = 3 white rocks."

 

Posted

I think it is possible to have good multi-arc storylines, but using multiple arcs for your storyline also has some risks.

I started out chafing under the limited 100K space you're given for a story arc, but over time, I have grown to like it. (This could just be the brainwashing built into the AE system, admittedly.) The space limitations have forced me to trim out "filler" material that didn't seem as cool, stuff that didn't help my story as much as other story elements that I did want to keep -- or occasionally, cool stuff I thought of (or a player feedback thought of) later that I wanted to add, will "push" out old material that wasn't as good. To some extent this is rationalization, as I'm hoping I15 will reduce arc storage sizes, giving more space for more material; but I do think that being confined to a certain amount of data can help challenge the author to refine their material.

Extending a story across two arcs runs into the risk that (unless you are very disciplined) you'll keep all the "filler" because you have plenty of space. It also becomes important to give each arc its own story structure, with an introduction and a climactic finale for each part; you can't just chop the story in the middle and say, "OK now start arc #8675309" (well, you can, but I don't recommend it). Each arc should be a Chapter or a Part of your epic, and if not totally self-contained, should at least have a logical conclusion that segues into the next arc.

It is certainly possible to do a multi-arc story well, but I think it has some dangers. And as earlier posters have said, some people won't run "very long" story arcs, and certainly won't be interested in multi-arc epics. (But - some will, too.)

Anyway, that's just my 2 infl.


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Posted

QR - One thing I've found useful when thinking about this is to change my nomenclature. I now refer to arcs and slots instead of stories and arcs, as there's is some prejudice (justified, maybe), and the phrase 'multi-arc' can turn people off from the start. A 'multi-slot arc' still informs what it is, but describes it as a single arc, which I think is sometimes a better way to think of them.

Eco.


MArcs:

The Echo, Arc ID 1688 (5mish, easy, drama)
The Audition, Arc ID 221240 (6 mish, complex mech, comedy)
Storming Citadel, Arc ID 379488 (lowbie, 1mish, 10-min timed)

Quote:
Originally Posted by Samuel_Tow View Post
[The Incarnate System is] Jack Emmert all over again, only this time it's not "1 hero = 3 white minions" it's "1 hero = 3 white rocks."

 

Posted

Every arc should be a complete story. A player should be able to start each arc on its own, run it and understand what's going on, and at the end have a feeling of completion. Maybe not every loose end tied up, but "Yes, the big issue here is resolved".

But loose ends can add up to a longer story. I've got my Lizardmen, there's another series about the Dream Papers. That sort of multi-arc system seems to be liked...most people just play one, but those who are into the longer stories will see them all.


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Posted

[ QUOTE ]
Every arc should be a complete story. A player should be able to start each arc on its own, run it and understand what's going on, and at the end have a feeling of completion. Maybe not every loose end tied up, but "Yes, the big issue here is resolved".

But loose ends can add up to a longer story. I've got my Lizardmen, there's another series about the Dream Papers. That sort of multi-arc system seems to be liked...most people just play one, but those who are into the longer stories will see them all.

[/ QUOTE ]

That's essentially the type of thing I intend to do. Rather then one big story, it's more like multiple stories that are connected in some way. I have an idea for a custom group and I'm going to make multiple stories about them, similar to what standard enemy groups in the game already have.

The group has 10 major villains who will be divided up amongst the different stories. I also intend to make the different stories cover a decent range of levels, the first of which will be for levels 10-20.


 

Posted

The medium isn't very conducive to multi arc storylines. It's not like you can put out six Harry Potter books and reasonably expect people to read the seventh. AE runners have more than just time limitations. They might have trouble keeping a team together, they might outlevel the arc, they might be slow soloers and run out of patience, they might at any point be unable to complete a mission and unwilling to continue.

So, if you accept that many people won't complete the multiarc, and still want to do it, that's fine. There are advantages to multiarcs -- custom critter space economizing, for instance. Just, for gosh sakes, remember than multiarcing is not a free pass to make them all five-mission arcs. Unless you're shooting for Dev's Choice, ten loading screens is almost always too many. Try a little harder to keep the same amount of story but with fewer loading screens.


 

Posted

[ QUOTE ]
Are they a good idea or a poor idea?

[/ QUOTE ]I rarely find them worth while. Most people don't actually have enough story to justify five missions, let alone six.