How long is too long?
I'm nearing the end of the second installment of the Anathema saga (yes I know the final Anathema Teaser isn't up yet, but that's because I forgot to put my email address in the description), and I could use a bit of a pointer.
As you may have gathered from playing the teaser of from my descriptions of the plugin, Anathema involves lots of narration. After all, the Director needs to be well informed in order to make {G "his" "her"} decisions. It also involves lots of interaction between the members of the player's Cabinet in order to bring the narrative to life, as well as meditations by the player on {G "his" "her"} actions and their repercussions.
Now, I think most of us would agree that depth is good in a plugin of this nature. For something like Colosseum, there could be a lot less dialog and description, but something that's just as much plot driven as action driven will benefit from depth. (Of course I'm making an assumption about Colosseum, but I'm guessing it'll be something akin to the Gladiator plugin for EV original). The question is how much is too much?
For the plot-developing missions, I tend to average several thousand characters in the Offer text and the Briefing text, with between 100 and 2000 in the debriefing. And these missions happen many times. Here's the actual count for missions where the story really starts moving from the development version:
Mission 1
Offer: 2786 characters
Briefing: 1616 characters
Debriefing: 1114 characters
Fail: 1575 characters
Mission 2
Offer: 1119 characters
Briefing: 708 characters
Cargo Unload: 856 characters
Debriefing: 967 characters
Fail: 1854 characters
Mission 3 (This is a linking mission, so nothing past these three)
Offer: 940 characters
Briefing: 736 characters
Refuse: 709 characters
Mission 4 (Another linking mission. Accept/Refuse are just two choices, hence the long refuse string)
Offer: 2948 characters
Briefing: 2070 characters
Refuse: 2074 characters
Debriefing 1: 1319 characters
Debriefing 2: 1810 characters
Mission 5 (Two ways to get to this mission, hence the two offer texts)
Offer 1: 5732 characters (no, that's not a typo)
Offer 2: 4885 characters
Briefing: 2704 characters
Refuse: Not written yet
Debriefing: 4385 characters
Mission 6 (This continues right after the last one ends, so tack the briefing here onto the debriefing of 5)
Briefing: 1141 characters
ShipDone: 1314 characters
Debriefing: 211 characters
This brings me up to where I am now. As you can see, this takes quite a while with the branching opportunities, but it's not as much branching as it is a kind of DNA-ish structure viewed as 2 dimensions: they branch out but eventually come back together at critical points. Of course there are variations on what happens due to your choices, but the overall plot remains relatively static.
Anyways, for six missions, that's almost 33,000 characters (32,978 by my count). That's a lot. The question is, is that too much? Should I tone it down a bit? I really want to create some interesting characters whose personalities will play largely into the player's decision and the events to come and also to create a very dark atmosphere due to the fact that, well, everybody involved in this is pretty damn evil.
I know I can't really ask you to judge without posting an example, so, uh, here's the longest text string. Tell me what you think about its length/development ratio.
You decide to check at the bar to see if any messages have been left for you by your cabinet. "Any news?" you ask the bartender, a retired spook who served you well for years. "Yeah," he says casually. "A mutual acquaintance of ours stopped by here and said he wanted to see you." There is not a designated code-phrase; anything to that effect means the cabinet is waiting.
You take your usual seat at the head of the table, asking, or perhaps ordering, that you be brought up to date.
"Of course," replies Animus, the only woman on your cabinet and spy-master of Federation Intel. "In our investigations into the Association, we found that McGowan, who is of course under our employ, may have enemies outside of the Association."
"Indeed?" you ask.
"While we grant some degree of asylum to McGowan's organization, our support lies more in our willingness to allow him to carry out his operations unmolested, apart from destroying the occasional token Valkyrie to make it look otherwise. Some of these operations to which we have paid particular disinterest are his narcotics trades. These illegal activities seem to have caught the attention of the Wild Geese."
"But the Geese are mercenary; they would never assault our interests while in our employ," you protest.
"True, Director, but they may not even be aware of the, shall we say, cozy nature of the relationship between McGowan and the Bureau."
Still skeptical, you try again. "The Wild Geese pride themselves before all else in their autonomy and isolation. Is it possible, perhaps, that spy information may not be reliable?"
"Yes," says Penton, "but the recent Wild Geese assault on Scheall certainly backs up Animus' claims." Before you can angrily ask why you were not informed of this, Penton holds up his hand to stay your wrath. "The attack happened just yesterday. Apparently, McGowan leaked some false data to the Geese, which claimed that he and a good portion of the fleet were to leave Harbor to oversee the setup of a new narcotics facility. The Wild Geese figured that with them gone they would be able to land a decisive blow against Harbor.
"It failed, naturally. McGowan and the entire fleet were waiting for them. However, it was not a fatal loss to the Geese; they may have suspected foul play, or they may simply have only intended to shake McGowan up a bit. Either way, the escalated violence between the two factions has created a volatile atmosphere."
Mallow again speaks up. "With the Free Traders and the Wild Geese at each other's throats, we predict that open war will be declared within the month without intervention. We are also aware that the two sides are completely unmatched; McGowan, while ruthless and shrewd, is first and foremost a pirate. He knows more about how to get his way by intimidation and bullying than he knows about battle. On the other hand, the Wild Geese are the most fearsome mercenary unit in the galaxy and probably, man for man, one of the most powerful militaries in existence. They are fearless; McGowan will not be able to scare them into submission. His organization will be destroyed."
Your cabinet gives you some time to let this all sink in. After giving you several minutes to think it over, Penton takes the floor once more. "There must be a decision soon, Director. If we act, we must do so now."
"What are my options?" you ask.
"Well that's a stupid question, either help McGowan or don't," says the youngest member of your cabinet Janus Benedictus, the unheard, unseen, yet omnipresent head of the Federation News Network. Your spin man, your media machine. A bit brash and immature as hell, as illustrated by that comment, but at least he realizes how incredibly stupid it was, as you can tell by the way the color drains from his face as soon as he says it.
Mallow quickly chimes back in, leaving Janus to wallow in his own stupidity. "The real question here, Director, is whether or not you believe keeping McGowan's services is worth alienating the Wild Geese. While they are no longer necessary given the relative peace of this era, they could prove useful. McGowan does provide some cargo shipping and limited policing activities by killing the odd straggler Rebel or unaffiliated pirate, but his value to us seems minimal in the face of sacrificing our ties to the Wild Geese."
"Director," says Penton, "I would also ask that you recall the rivalry between the Geese and the Federation elite unit Raczak's Roughnecks. I served four tours of duty with the Roughnecks, and I can tell you personally that the conflict is a serious one. There is no way of knowing when hostilities may boil over. In making this decision, one must remember this feud and take it into account. After all, is the safety of the finest unit in the Federation Navy a prime concern?"
"It seems to me," retorts Animus, "that the Admiral's petty ego may be getting in the way of his ability to make decisions. There's no way that the Wild Geese would dare attack the Roughnecks, which are a subsidiary of our navy."
"You'll regret those words, woman," snaps Penton. "You underestimate the pride of both Flannigan and Raczak. The last thing this empire needs is an adversary with access to its military secrets within its boarders!"
"Everybody shut up!" yells Janus. "As charming as it is to watch you all bitch at each other, only one person here can make this decision." He looks directly at you. Maybe the boy has some hope, you think to yourself.
Penton takes several deep breaths to calm himself, then without opening his eyes, asks you, "Director, what is your will? Do you wish to intervene to stop McGowan's annihilation at the hands of the Wild Geese?"
This post has been edited by Archon : 19 August 2007 - 12:05 AM