Communities

Writing
Writing
Codidact Meta
Codidact Meta
The Great Outdoors
The Great Outdoors
Photography & Video
Photography & Video
Scientific Speculation
Scientific Speculation
Cooking
Cooking
Electrical Engineering
Electrical Engineering
Judaism
Judaism
Languages & Linguistics
Languages & Linguistics
Software Development
Software Development
Mathematics
Mathematics
Christianity
Christianity
Code Golf
Code Golf
Music
Music
Physics
Physics
Linux Systems
Linux Systems
Power Users
Power Users
Tabletop RPGs
Tabletop RPGs
Community Proposals
Community Proposals
tag:snake search within a tag
answers:0 unanswered questions
user:xxxx search by author id
score:0.5 posts with 0.5+ score
"snake oil" exact phrase
votes:4 posts with 4+ votes
created:<1w created < 1 week ago
post_type:xxxx type of post
Search help
Notifications
Mark all as read See all your notifications »
Q&A

Post History

60%
+1 −0
Q&A How to explain the main plot with science based concepts, without the non-sci-fi fans getting bored?

I am writing a very complex sci-fi book and faced a similar dilemma. I don't think my story would make a good game, but I like games that are based on good stories because they seem to have better ...

posted 5y ago by Jim‭  ·  last activity 4y ago by System‭

Answer
#3: Attribution notice added by user avatar System‭ · 2019-12-08T10:37:45Z (over 4 years ago)
Source: https://writers.stackexchange.com/a/41410
License name: CC BY-SA 3.0
License URL: https://creativecommons.org/licenses/by-sa/3.0/
#2: Initial revision by user avatar Jim‭ · 2019-12-08T10:37:45Z (over 4 years ago)
I am writing a very complex sci-fi book and faced a similar dilemma. I don't think my story would make a good game, but I like games that are based on good stories because they seem to have better themes, interactions and player engagement. Personally, I don't think the story matters a lot to most players, but popularity of games seems correlated with having a good story.

That said, here is my suggestion to your question:

> How to explain the main plot with science based concepts, without the non-sci-fi fans getting bored?

The way you outlined the themes in your plot makes logical sense, especially to the alien race ("we were here first, we have amazing technology, we will suppress other life from threatening us"). But the human experience would be backwards from that, so you should mold your game and sci-fi story telling around explaining those themes in reverse from your outline.

For example, your game should start with the human experience of the biological event appearing without any explanation. The player must resolve the problem of survival, of course. In order to survive the player will obviously need to first, handle the immediate biological threat and second, understand what it is in order to stop or reduce the threat.

Making a connection between this new biological problem and recognizing that it is a weapon designed to destroy humans is important to your story, but not critical to game play or enjoyment of the game. However, it gives you the constructs you need to build the game. In your game, the biological threat can't be stopped simply with biological methods because it is a _weapon_ and this discovery is important from a human perspective because, I assume that their attempts to deal with it are not effective or else it is, in some way, obviously alien.

Regardless, next the player must resolve the problem of why they are being attacked and how to stop the attack. In this part of your story, the sci-fi context and complexity picks up, and those interested in the story will delve into it. For those less interested, they will decide to play your game based on their investment so far and expected game play enjoyment. However, explaining to them that they have to "stop an attack because of quantum computers" is not really a problem. Any non-sci-fi fan would chalk that up to "I like the game, despite the stupid sci-fi story telling."

Third, once the player recognizes the connection between quantum computer activity and the biological attack, they now need to resolve who the attackers are and their motivation for attack. This requires some explanation about who they are so that the player can suppress or eliminate the threat from the attacker. At this point in your story, the sci-fi concepts of "biological weapon" and "quantum computing" set the foundation for explaining some kind of extra-terrestrial race that has amazing technology. Call it "alien" and be done with it, or dig into explaining a "Stage III Civilization," who they are, their motivations and technology.

For those invested in the story, it will be important that it make sense. But for players that are not interested, the increasing complexity of the story should simply parallel and be an explanation for more complex game elements and themes, like the complexity of weapons, introduction of alien technology, difficulty of problem solving, new and increased difficulty from opponents, the basis for cut-scenes and level transitions, etc.

So, while your story makes sense from the alien's perspective, telling sci-fi stories from a human perspective seems important here. It starts with familiar human experience, and transitions toward unfamiliar ideas in a progressive way that allows the story to introduce the new information to your audience in small enough pieces to help them assimilate the information. It keeps the strange or complex ideas manageable and meaningful as the more basic ideas build toward the more foreign and complex.

#1: Imported from external source by user avatar System‭ · 2019-01-18T14:11:39Z (over 5 years ago)
Original score: 4