You say that it's very important your story is being told in the form of a game, which is a fine perspective. I'm honestly not sold on the idea that splitting it up into 11 quests would ever work out, but you're free to try. But the bottom line for me is this: If you're not willing to get good enough at game creation to do it yourself, then why should anyone else? People don't pick up a brush and expect to draw the Mona Lisa, it takes years of drawing to get to that level. Game design is not something that you just "do" it take a lot of real work, and just like any other art form you're going to be shit at it when you first start, everyone are.
So I don't buy the argument that you tried, since you clearly weren't willing to spend the time it takes to get decent. But if
you were not willing to spend the time and effort required to get good at game design to deliver your
amazing story, then why should anyone else?
I tried making an overworld, dungeons, you name it, but could not come up with ideas and that took a whole year.
You're not the only one who might have a hard time coming up with ideas. In the last couple of months I have seen two or three threads pop up asking either how a dungeon is designed or how others design dungeons. Because if you struggle at something, there is an entire community here willing to offer help or advice.
I rather tell it in a game than just flat out say it, I feel it's better with action that just words.
I want to take a minute here to talk about this, because I feel it's a bit naive of a perspective. A game is not a movie or a book. And in between those form of media you can tell very different types of stories, and have them be told in very different ways. But the main difference which makes games a unique media is that it's interactive, where as books and movies aren't. This means that a great deal of the story is simply told by the players actions. But this also means that you need to actually deliver your narrative in a very different fashion. Having a bunch of dialogue to deliver the narrative is garbage in most games. What if you played Super Mario 3D World and after ever five or so level you'd get
a half a paper of dialogue delivered that explains something about bowser's intentions, etc. For one, that would break the entire flow of the game, and secondly it's not adding anything to the type of experience that the game is, and thirdly it would bore most players to death. But SM3DW realises that it doesn't need those things, because it was designed from the ground up with a very different perspective on story.
The way to deliver narrative needs to make sense for the game that is being made and not be at odds with the rest of the game's mechanics. A visual novel has a lot of text and writing, but that makes perfect sense in that type of game experience, and it goes really well with the core gameplay elements.
So if you say that this is a story that you feel is better experience in a game, then I have to wonder exactly how you're planning to have it told, and what specific story telling means you plan on using that'd only work for a game. A game such as LIMBO, Bastion, or Undertale uses the game mechanics aspects in different ways to tell a story in ways that couldn't necessarily be done in a book or a film. Because to these games, the players choice and the act of playing them yourself gives you very different perspective to it. So do you have a story and narrative device that is best told through game mechanics and the players actions? Because if you truly do, then I doubt you could ever get that across if you're having a bunch of different people making all the different games you want to hold up this narrative. And if you don't, then why is it so important to have it be told through not one game, but eleven of them?
I'm not going to tell you to stop asking for help in your endeavour, feel free to. But me? I think it's a fool's errand.
Edited by Lunaria, 26 May 2016 - 04:39 AM.