
Originally Posted by
Jaywalker
Absolutely! I mostly work in writing but have shot around some game concepts before and am involved in art so might be able to help.
If what you're looking to make is a game specifically, I think there are a few things you should take into account. Depending on what means you're using to make a game, I think your first step it to understand the capabilities and limitations of the medium you're working with are. Keep those things in mind while generating ideas so you can play to the form's strengths and avoid weaknesses. If you have mostly still images or low res sprites for example, it's not reasonable to think you'll be getting a lot of tension from crazy fight moves or visuals themselves. To compensate, your characters and story have to be seriously on point. You also might do better working with puzzles, developing tactical systems, building atmosphere, etc. Doesn't need to be all of those, but at least one or two isn't a bad idea.
Second (this is a bit tricky), gauge how much legwork you're prepared to do in generating your story. Scifi/fantasy in particular tends to be hugely underestimated in terms of craft, and while allowances can be made for certain genre conventions (ex. Final Fantasy rule of aesthetics is at work so we don't need to agonize over how some skinny dude can swing a sword bigger than he is or how fashion developed in response to various climate/cultural setups) consistency and structure are essential. Setting is the first step in-general when figuring out a story for reasons I'll explain in a sec. The farther away from earth you move, the less you play into camp or genre, the more thought you need to put in.
Basically though, plot should not come from things happening to characters arbitrarily but the actions characters make as they move through situations. It's not something you can or should force through coincidence. Characters, in turn, are shaped by their environment--setting. Setting can be broken into the climate/geographical features and society.
When it comes to figuring out how societies operate I tend to draw from very specific anthropological studies on the one hand, then on the other remember that societies are all composed of people. Even if I'm not mapping out all the millions of members of that society I should be conscious of different aspects of that population and their motives, struggles, beliefs, how those things developed, etc. You should be theoretically capable of shifting focus to any character, even a background one, and still tell an interesting story.
Third, think about what inspires you, what scares you, what you're drawn to or repulsed by in the world. Think of stories you've loved so far that you've seen. Think about what you haven't seen in media as much, or at all. This is a kind of puzzle-process. An example I might use is, I haven't seen as many female monsters who were legitimately horrifying looking and not fanservice. I might draw inspiration from Ringu, The Blaire Witch Project, even Aliens. If I wanted to try something new might try to make a grotesque female monster that used fetal or tumorous imagery. Another example might be that there have been a lot of people doing spins on Tolkein's Elves/Dwarves/Hobbits deal. To bring new life to that trend, it might be interesting to shift things so the main cultural influence is something we've seen less--African, Asian, Eastern European, South American, etc. This could be done in a lot of ways and would probably involve a chunk of research, but imo being able to explore new possibility is legit really fun. It's just gotta be something you're honestly excited or curious about.
Lastly, make sure you have some level of personal affection for any characters you use--even your villains. Even the most monstrous characters should have something kind of innocuous, mundane, and endearing going for them outside their awful behavior. That contrast adds humanity and gives your audience something to think about in terms of weighing how to judge that character. When it comes to character traits in general find it's good to work in a system of base personality, a contradictory element, and then a bunch of mundane details. Ex. Nanamo is a compassionate ruler who cares a lot about her people as base. Contradiction is she's also very naive, sheltered, and spoiled. Details are that she likes to run around dressed like a noblewoman so she can hang out with commoners, also still keeps stuffed animals and has a mischievous streak that likes to put the people around her a little off-balance.
Overall remember to break your project into chunks or stages. Don't throw yourself into everything at once. If you're thinking of the overall scale it's going to be terrifying and could paralyze you. If you limit it to "okay right now I'm on the setting stage" or "right now I'm on characters" or "it's time to think mechanics", that will keep things concrete enough you can do something with and limited enough to feel doable. And don't hesitate to run with it if things move in unexpected directions! What feels natural is better.
Good luck!!