In Which We Come Up With Game Stories

Video game stories suck, right? Right. Wouldn't it be nice if there were some... some sort of tool that we could use to come up with unique video game stories?

Turns out that there is.

A lot of people tend to design gameplay and wrap the story around it. I think games would be better off if we went the other way. Instead of coming up with already-extant conventions of the medium (with some gimmicky alteration), I believe games would be better off if people came up with stories first, then built the gameplay around them.

To that end, I've devised a little game, the rules of which are quite simple: click the link above, refresh the page until you find a story that sounds interesting, and then describe the video game to us.

Here's mine:

Setting: Eldritch Location
Plot: The Bride With a Past
Narrative Device: Heel Realization
Hero: Prodigal Hero
Villain: Dangerous Deserter
Character as Device: I Just Want to be Special
Characterization Device: Elective Unintelligible

Game genre: Bioware-structured action game (Dragon Age: Origins/Awakening meets Darksiders)

Story: In 1937 San Francisco, our protagonist, a private detective, marries the woman of his dreams, only... it turns out she's a warrior from another world, and that world is in danger. It takes some convincing, but eventually, she returns to her home, a city that's something of a hybrid between Shangri-La or K'un Lun and a Lovecraftian city, like Carcosa or the abandoned arctic city in At The Mountains of Madness, with the protagonist joining her. They band together with some allies and set out on a journey across this mysterious and wonderful world, which seems inspired by Dali or Beksinski. Their ultimate goal is beyond a massive (we're bordering megastructure territory here), ancient, and seemingly endless wall, which was created millennia ago for some purpose now lost to time.

One of the many allies you will encounter is a bizarre, cuboid creature that speaks in clicks and beeps, rather than actual speech, though, as you discover later, it can speak, albeit in the wall that WALL-E does. The villain is a former warrior of the aforementioned city, who left it because he felt there was no honor in guarding against a threat that might never come. As a result, he abandoned his duty and set off, determining to learn whether or not there was anything to guard against, believing that he could set his city free from millennia of belief against a nonexistent threat.

Too bad for everyone that he was wrong. What he found... changed him into something else, and he, and his monstrous army, are preparing to lay siege to the mystic city. Our heroes must travel around his army, beyond the wall, and into the heart of the other side to render them powerless. The Heel Realization comes in when the antagonist realizes what he has become, halting, if only for a moment, and allowing our heroes to win.