by Enjay » Mon Aug 03, 2020 11:50
That certainly works as a plot. What I would say, however, is that I feel it's very important that such plot devices have a visible outcome and that the player doesn't end up being robbed of all of the impact of their actions.
What I mean by that is, when the player arrives in the next episode, there should be some acknowledgement that his actions made a difference (some shut down portals, an NPC or a note found to say that the portals got closed or whatever).
As for "not being robbed" what I mean is that when things "go sideways" I feel that it shouldn't completely undo whatever the player managed to achieve via earlier goals. Yes, it's fine (of course) to have things go wrong and for the next phase of the fight to take place (otherwise the game would be boring and pointless) but the player should not be left with a sour-taste that all of their work was undone and have a "what was the point of me doing [insert goal] then" frustration.
It could just be something as simple as the player knowing that the shutting of the portals is merely going to delay the alien onslaught until reinforcements are sent (and so the first few encounters in the new episode are maybe easier as a result). Perhaps, the player could meet an NPC or encounter something that makes it clear that the personnel in space expected a well armed task-force to arrive but all that actually turns up is the player who then has to rush around consolidating his position and doing as much as possible before the inevitable alien breakthrough. Or, you know, whatever better idea you had planned instead.

That certainly works as a plot. What I would say, however, is that I feel it's very important that such plot devices have a visible outcome and that the player doesn't end up being robbed of all of the impact of their actions.
What I mean by that is, when the player arrives in the next episode, there should be some acknowledgement that his actions made a difference (some shut down portals, an NPC or a note found to say that the portals got closed or whatever).
As for "not being robbed" what I mean is that when things "go sideways" I feel that it shouldn't completely undo whatever the player managed to achieve via earlier goals. Yes, it's fine (of course) to have things go wrong and for the next phase of the fight to take place (otherwise the game would be boring and pointless) but the player should not be left with a sour-taste that all of their work was undone and have a "what was the point of me doing [insert goal] then" frustration.
It could just be something as simple as the player knowing that the shutting of the portals is merely going to delay the alien onslaught until reinforcements are sent (and so the first few encounters in the new episode are maybe easier as a result). Perhaps, the player could meet an NPC or encounter something that makes it clear that the personnel in space expected a well armed task-force to arrive but all that actually turns up is the player who then has to rush around consolidating his position and doing as much as possible before the inevitable alien breakthrough. Or, you know, whatever better idea you had planned instead. ;)