- Joined
- Jan 23, 2019
- Posts
- 18
So, been lurking a notch and figured it'd be interesting to bring up some topics that have been on my mind. I've always been the sort to like getting as varied and numerous takes on a subject as possible. Helps refine your perspective.
In this case, the question is simple. What do you think about using serious plot points and concepts in your fan game story? Of course, this is referring to Pokemon plots. And, first of all, execution is ultimately everything. Any plot can be pulled off if executed exactly right.
The question will end up boiling down to what you believe you need to do to make it feel like they're not out of place. If there's anything that takes a person out of a narrative experience, its a contrast that doesn't sit right with them. I know I've seen a share of plots that seem to be edgy for the on the premise of the story and never considers consistent, immersive tone.
In my opinion, I think it can be approached from two frames of reference. First of all, how are those themes presented? Second, how impersonal are they?
Let's look at a hypothetical, purposely extreme fan game plot.
Now, outside of parody, imagine trying to play this story seriously in the Pokemon Universe. Yeah, not going to work well. Personally, anytime I open a fan game and premise immediately starts off with some family member or some part of the population dying in its premise, then I'll tend to cringe. Same with stories that delve to heavily into the politics of the concept.
But, if you think about it, Pokemon games have tackled mature themes in the past. X and Y literally involves an all out war that kills tons. The originals had the literal Pokemon mafia. USUM had a plot and side stories that basically involved entire worlds being destroyed/decimated by various ultrabeast abilities.
There's a few trends you can see in how Pokemon handles its mature/serious subjects... First of all... Its ALWAYS about the Pokemon. Team Rocket steals Pokemon to do work for them. Not kids, or vulnerable people like a more real situation would have. The war from XY was a Pokemon War. When confronting Lysandre, the big emotional moment about his plans to destroy lives is about how he's going to wipe out the Pokemon.
In every case, the serious themes are believable because they deal with this make believe concept known as Pokemon. It never becomes too real. It is fantastical.
Any themes that tie back to the people and only the people are secondary. They never get the focus. They may be mentioned, but they're never played up as a main attraction. Look at Ghetsis's abuse of his son, N. It is actually a very serious topic given its literally a plot point of a father essentially abusing and mentally manipulating his son for his entire life up to that point. But its played off as secondary to the global domination plans through Pokemon that motivated him.
Second of all, the more serious themes are almost always something presented over time. You're, in a sense, weened into believing it as a possible reality. People may argue the quality of the stories, but one thing the games basically never fail to do is make everything feel like it belongs.
Basically, the lesson from this is that the premise, the introduction to your story, should never focus on serious themes. Look back at the extreme example. His parents were killed as the introduction to the story? No, that'd never work. Imagine if Pokemon X and Y started with the story of the Pokemon war and told the story of a kid living in the aftermath (same plot, mind you, just reframing it to introduce information at different points). It would have worked a ton worse.
So yeah, ultimately, I think the keys to creating a plot that can handle mature or serious themes is to focus the themes on the Pokemon and introduce them along the journey over involving them in any sort of initial premise.
Well, that's my opinion, at least. You guys? If there are any takers, lol.
In this case, the question is simple. What do you think about using serious plot points and concepts in your fan game story? Of course, this is referring to Pokemon plots. And, first of all, execution is ultimately everything. Any plot can be pulled off if executed exactly right.
The question will end up boiling down to what you believe you need to do to make it feel like they're not out of place. If there's anything that takes a person out of a narrative experience, its a contrast that doesn't sit right with them. I know I've seen a share of plots that seem to be edgy for the on the premise of the story and never considers consistent, immersive tone.
In my opinion, I think it can be approached from two frames of reference. First of all, how are those themes presented? Second, how impersonal are they?
Let's look at a hypothetical, purposely extreme fan game plot.
In the amazing region of Hoopaladah, the player character heads out with their parents to watch a play. After leaving, their parent's are killed by a mugger. Taking possession of the family Zubat, the PC heads out to avenge their parent's death by becoming the best trainer in the land and stop the nefarious Team Laugh from their plans of capturing the legendary Pokemon capable of hypnotizing the entire region into insanity.
Now, outside of parody, imagine trying to play this story seriously in the Pokemon Universe. Yeah, not going to work well. Personally, anytime I open a fan game and premise immediately starts off with some family member or some part of the population dying in its premise, then I'll tend to cringe. Same with stories that delve to heavily into the politics of the concept.
But, if you think about it, Pokemon games have tackled mature themes in the past. X and Y literally involves an all out war that kills tons. The originals had the literal Pokemon mafia. USUM had a plot and side stories that basically involved entire worlds being destroyed/decimated by various ultrabeast abilities.
There's a few trends you can see in how Pokemon handles its mature/serious subjects... First of all... Its ALWAYS about the Pokemon. Team Rocket steals Pokemon to do work for them. Not kids, or vulnerable people like a more real situation would have. The war from XY was a Pokemon War. When confronting Lysandre, the big emotional moment about his plans to destroy lives is about how he's going to wipe out the Pokemon.
In every case, the serious themes are believable because they deal with this make believe concept known as Pokemon. It never becomes too real. It is fantastical.
Any themes that tie back to the people and only the people are secondary. They never get the focus. They may be mentioned, but they're never played up as a main attraction. Look at Ghetsis's abuse of his son, N. It is actually a very serious topic given its literally a plot point of a father essentially abusing and mentally manipulating his son for his entire life up to that point. But its played off as secondary to the global domination plans through Pokemon that motivated him.
Second of all, the more serious themes are almost always something presented over time. You're, in a sense, weened into believing it as a possible reality. People may argue the quality of the stories, but one thing the games basically never fail to do is make everything feel like it belongs.
Basically, the lesson from this is that the premise, the introduction to your story, should never focus on serious themes. Look back at the extreme example. His parents were killed as the introduction to the story? No, that'd never work. Imagine if Pokemon X and Y started with the story of the Pokemon war and told the story of a kid living in the aftermath (same plot, mind you, just reframing it to introduce information at different points). It would have worked a ton worse.
So yeah, ultimately, I think the keys to creating a plot that can handle mature or serious themes is to focus the themes on the Pokemon and introduce them along the journey over involving them in any sort of initial premise.
Well, that's my opinion, at least. You guys? If there are any takers, lol.
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