Despite my claims about focusing much more on gameplay than story for the rework of Insanity, the game will still have a story which I will cherish. This new story in question will be simpler, smaller but much more coherent, interesting and logical, hopefully providing factual information so the player has a general idea of what is going on while still leaving room for the player to speculate, imagine and interpret. A small piece of "leave it up to the player's imagination" goes a long way, the players shape their view of the game and story themselves and are more likely to enjoy it.
Story, even if short and simple, is required to a certain tiny degree to serve as the foundation for the levels' objectives and purpose. With a story you can add meaning to your level, why you are in the woods, why you collect pieces of seemingly useless paper with creepy writings and what happens after you collect them all.
With this, I developed the ideas for what should happen after beating the first level and I have a better foundation for making more levels. Sometimes the smaller and simpler stories are the best, a game does not need a massive lore and backstory full of timelines, characters and events, it might even trip over itself with that. Sometimes all it needs is the base.










0 comments