Quantcast

Jump to content

» «
Photo

Grand Theft Auto: Bohemians & Blackjack

Concept
58 replies to this topic
Cebra
  • Cebra

    Eh.

  • Leone Family Mafia
  • Joined: 06 Jan 2013
  • Canada

#31

Posted 28 October 2016 - 08:41 PM Edited by PhilosophicalZebra, 28 October 2016 - 11:44 PM.

 

 

Just got caught up with this man. I really like the first two character introduction missions they're simple and straight forward but give a good sense of where the protagonists have been and more importantly where they're headed. I'm looking forward to seeing more of the same in the next offering. Also writing is as top notch as ever man kudos.

 

Another quality mission! As MOB said, simple and straight forward but brought to life with your vivid descriptions and attention to features such as location and vehicles. If Ettore Boccino is indeed related to Ray, little lines like this one are exactly what I'm talking about:
 

 
Ettore gets outat full height he stands half a foot taller than Danteand hobbles over to the stoop as Dante kneels by his car.

It might not be something you pick up on right away, but when you consider how much of a lanky fella Ray Boccino was and how he had a real awkward walk about him, it's some smart ass writing.
 
I'd definitely love to see you rotate the missions between characters. I've no qualms with Dante or Julius at all, but I would love to see more of Doug.
 
Music and vehicles? I think you're doing a terrific job. I've no suggestion to add other than keep doing what you're doing... as often as you can. :p I'd certainly love to hear this song when bouncing between casinos in the 60s portion of the game, though!
 
Much appreciated, both of you. 
 
I wanted to make the first couple of missions for each protagonist like GTA IV's where it's more about ratifying characters and the setting. It was fun to jump right into things in V, but I prefer IV's way of going about the intro missions. Julius, Dante, and (as you'll see next) Doug are all pretty much midway in their careers. Julius is an established courier, Dante is in the midst of proving himself to the Gambettis, and Doug is pretty much lost. When they push toward the high points to come, that's when the set-piece missions will begin. 
 
Nice to see you picked up on Ettore's characteristics, Tyla. I thought maybe it was a bit far-fetched to bring a Boccino to the west coast, but what the hell. There's nothing to suggest the family wasn't rooted back in LC by 1976, right? :p
 
And I'll be adding Spooky to the soundtrack. Thanks  :^:
 
Any idea when we will get to see more??
 
In a few weeks or so...
 
Spoiler

 
I'm about 3/4 finished Doug's first mission, most likely going to be complete in a couple of days. In the meantime I've been steath-adding a few new characters, songs, and vehicles to tie in. Still planning out the individual storylines which is a pain in the ass, but I'm enjoying the research the time period needs. 
 
I'll keep you posted :p
  • Baked English Beans likes this

Baked English Beans
  • Baked English Beans

    [Insert cheeky line here]

  • Members
  • Joined: 31 Mar 2016
  • Norway

#32

Posted 28 October 2016 - 09:28 PM

60s San Francisco  :inlove: I love the way you write your mission, sets it apart from many other concepts I've seen. Hell, I'm even considering stealing your style for my own concept, though I probably wouldn't write them half as well. Looking forward to reading more!

  • Cebra likes this

Cebra
  • Cebra

    Eh.

  • Leone Family Mafia
  • Joined: 06 Jan 2013
  • Canada

#33

Posted 30 October 2016 - 10:38 PM

60s San Francisco  :inlove: I love the way you write your mission, sets it apart from many other concepts I've seen. Hell, I'm even considering stealing your style for my own concept, though I probably wouldn't write them half as well. Looking forward to reading more!

Ha, go right ahead. I wasn't sure how to go about the writing when I first started this, but I figured a mixture of script-like talk and standard prose would serve it well. I think it suits the period setting and would for your concept as well.

 

Ditto on looking forward to more, but from your end. Smugglers & Communists sounds intriguing.  :^:

  • Ivan1997GTA likes this

Money Over Bullshit
  • Money Over Bullshit

    The Visionary

  • Members
  • Joined: 02 Mar 2009
  • None
  • Contribution Award [Concepts]
    Most Knowledgeable [GTA Series] 2010
    Best Concept Story 2010 "The Code of The Streets"

#34

Posted 02 November 2016 - 12:15 PM

 

 

 

Just got caught up with this man. I really like the first two character introduction missions they're simple and straight forward but give a good sense of where the protagonists have been and more importantly where they're headed. I'm looking forward to seeing more of the same in the next offering. Also writing is as top notch as ever man kudos.

 

Another quality mission! As MOB said, simple and straight forward but brought to life with your vivid descriptions and attention to features such as location and vehicles. If Ettore Boccino is indeed related to Ray, little lines like this one are exactly what I'm talking about:
 

 
Ettore gets outat full height he stands half a foot taller than Danteand hobbles over to the stoop as Dante kneels by his car.

It might not be something you pick up on right away, but when you consider how much of a lanky fella Ray Boccino was and how he had a real awkward walk about him, it's some smart ass writing.
 
I'd definitely love to see you rotate the missions between characters. I've no qualms with Dante or Julius at all, but I would love to see more of Doug.
 
Music and vehicles? I think you're doing a terrific job. I've no suggestion to add other than keep doing what you're doing... as often as you can. :p I'd certainly love to hear this song when bouncing between casinos in the 60s portion of the game, though!
 
Much appreciated, both of you. 
 
I wanted to make the first couple of missions for each protagonist like GTA IV's where it's more about ratifying characters and the setting. It was fun to jump right into things in V, but I prefer IV's way of going about the intro missions. Julius, Dante, and (as you'll see next) Doug are all pretty much midway in their careers. Julius is an established courier, Dante is in the midst of proving himself to the Gambettis, and Doug is pretty much lost. When they push toward the high points to come, that's when the set-piece missions will begin. 
 
Nice to see you picked up on Ettore's characteristics, Tyla. I thought maybe it was a bit far-fetched to bring a Boccino to the west coast, but what the hell. There's nothing to suggest the family wasn't rooted back in LC by 1976, right? :p
 
And I'll be adding Spooky to the soundtrack. Thanks  :^:
 
Any idea when we will get to see more??
 
In a few weeks or so...
 
Spoiler

 
I'm about 3/4 finished Doug's first mission, most likely going to be complete in a couple of days. In the meantime I've been steath-adding a few new characters, songs, and vehicles to tie in. Still planning out the individual storylines which is a pain in the ass, but I'm enjoying the research the time period needs. 
 
I'll keep you posted :p

 

I know the struggle all too well man but even at that I've only written for one character at a time! I can only imagine how difficult it must be to have three fully fleshed out characters on the go at once. Take your time with it man and don't do yourself any disservices :^:

  • Cebra likes this

Cebra
  • Cebra

    Eh.

  • Leone Family Mafia
  • Joined: 06 Jan 2013
  • Canada

#35

Posted 25 November 2016 - 02:54 AM Edited by Cebra, 2 weeks ago.

Well, it's been more than a few days -- but I'm done! Without further ado, here's mission four. Enjoy, I've already begun number five.

 

Mission Four

The Gordian Knot

 
We fade in to Doug sitting on his apartment steps, puffing away at a smoke stub and watching his neighbors come and go along the cobblestone sidewalk. As an argument breaks out in one of the sh*tty digs across the street, a window cracks open a few stories up.
 
Joanna's head pops out: "You said you were taking out the trash!"
Doug pats a garbage bag sitting next to him. "I am!"
 
The window slams closed with a dejected grunt. Splinters of wood fall to the sidewalk.
 
Doug grabs the bag and huffs over to the common trash cans; dented and overflowing with sh*t, he tosses it and his cig into a pile of undoubtedly rank waste and begins to walk back up the stairs just as a blue Corrida screeches up to the curb. A gaunt guy of questionable ethnicity steps out the door and almost gets swept away by a speeding dump truck.
 
"D-Dog!" he howls, pretending it didn't happen and patting the hood. "Long time no see."
"Yesterday."
"Ah, whatever. How you doin'? Admiring our impeccably kept trash area?"
"That's it. Whats new, Wink?"
"Great things are afoot, that's what." He points to the Corrida. "That things about to get swapped in for a Benefactor. You know Harry?"
Doug leans on the railing. "He finally take his destiny head-on and become a used car salesman?"
"Not exactly. His 24-karat carcass washed up in Holt Bay this morning. No fingers."
"Harry, huh? Sounds like a gas."
"I had to go I.D. the poor f*ck's body and book it before they booked me. Real gas."
Doug doesn't ask the $64,000 question. "So what now?"

"We can talk in the car. You free?"
 
Doug about-faces to the window and back. "As the mary up on Elwood."

 
Segue to gameplay - enter the passenger side and let Winky drive. Notice the stacked, banged-up crates in the truck bed.
 
"Again - so what now?"
"All hands on deck is what now, D-Dog. Harry was a prick, but he held a decent rank with the Tongs. He promised he'd talk me up to the head honchos way back when, and I'd like to think he made good on that."
"Level with me - you think you're gonna replace him?"Doug stifles a chuckle.

"I didn't say that, you fickle old f*ck."
 
A lull - although its not yet time to make use of them, familiarize yourself with the passenger controls.
 
Winky: "You carrying?"

"You know the answer to that."
"Negative."
"Don't be naive."
"Fine, don't answer. I got you a little gift anyway."
 
Little gift - a rusty old revolver.
 
"Oh, that's swell. I think my great grandad fought the gold rush with this thing."
"Anytime. Listen up."
 
Winky explains the situation - Harry was a well-established Tong with his fingers in one too many local drug rings, so someone cut them off, slit his throat and tossed him into the bay. Before he even hit the riverbed Winks received a ring requesting a meet - the Triads needing a new heroin supplier, preferably local. Pink Dilian parking lot, Chinatown. Pronto.
 
As Winky drives under the Chinatown arch, notice the packed liveliness of the district - food vendors, antique stores, arguing Asians and cheap pawn shops crowding the sidewalks. The Pink Dillian's imperial not-so-pink facade beckons forth and he explains:
 
"Come to think of it, I don't think they'll be too hot on me bringing a number two."
"It's a bit too late for that, amigo."
"Nix that. Climb the fire escape over there and watch the meet from the roof."
 
The camera focuses on a nearby rusty fire escape - it leads to a stubby building just tall enough to oversee the parking lot.
 
"What the hell use am I up there?"
"Oh, I got a rifle in the back."
"And your olive branch was an age-old revolver. Your foresight is f*cking admirable."
 
Right before he turns the alleyway, Doug exits the car and heads to the back. The weapon selection works just like Little Jacob's in IV - for now, grab the rifle and a pair of binoculars from one of those boxes and hit the fire escape as Winky crawls the Corrida into the parking lot. Through the windows on the fire escape you can peek through some apartment curtains, creep some Oriental interiors. Get to the creaky roof and switch to the binoculars as Wink comes to a stop near a grey Classique Tango. You'll receive directives on how to switch between the lenses and the rifle and how to zoom - notice a dirty white Granger parked in the shadows up ahead. Make a preemptive choice; focus on them or the meet itself.
 
Winky hops out his pickup as a group of four exit the Tango. A short Chinaman with a shirt more abstract than an Adam Biggs canvas steps out with a red envelope of cash in one hand and a mystic knot in the other.
 
Ready your sights; hold your breath. Just in case.
 
Winky and cashman get to talking, the others holding the line Secret Service-like. The pair turn round the back of Winky's ride and he cracks one of the boxes open with a crowbar. Laugh laugh, handshake and a handover of the cash; the other goons grab two crates and heave them into the back of the Tong sedan. All's well, but does it ever last? As the meeting wraps up, a distant rumbling grows louder until everyone notices - cashman yells "F*ck!"as a half dozen motorcycles pull into the alleyway, operators armed to the teeth.

 
Muzzles light up as Doug echoes the Triads sentiments - open fire on the bikers and keep Winky safe as he hides behind his truck. Pop them with sniper fire or go down personal - you've got your gifted revolver and perennially-held pistol, after all. Rush back down the fire escape or take a leap of faith off the roof onto a protruding garage below. Every time you jump off a high surface wielding weapons youll activate a bullet-time freefall regardless of who you're playing as - use it to take some potshots at the bikers. Scramble for cover once you're down there and finish them off with the help of the Triads, including the sneaks in the Granger; take notice of the mixture of ragdoll and more inventive scripted death animations as you do.
 
Wrap up, cutscene - the cashman puts his gun to Winky's head and the bodyguards fidget uncertainly as Wink rambles on. Doug approaches calm, hands up: "Nothing hasty, fellas."

 
Winky blubbers: "F*ck, Damon, what the f*ck, do I look like I'd get along with those pricks, f*ck, man, this was my deal!"

 
Doug comes closer, shows his bare hands. "The gatecrashers are dead, amigo. Let's try to keep our fingers off the triggers for a jiffy."

 
Cashman - Damon, lets the pistol go limp and wipes his forehead.
 
"Apologies."Prying eyes converge at the head of the alleyway as Damon eyes Winky.

"These deadbeats are becoming an issue."
"No f*cking sh*t."
"And you,"Damon gestures crookedly at Doug, "Consider us grateful, but who the f*ck are you?"

He feigns surprise. "I'm Doug."

To Winky this time: "Who is he?"

Wink starts to pace and stops short of the Tong goons."I mean, Christ, Damon, we live in the same building and his wife ain't that hot on me because we used to work together like a long ti-"

 
The monologue gets cut short as two not-so-dead bikers make an eleventh-hour decision - a prone one readies his sights at Winky, another steadies himself to a knife charge at Damon. And it's ultimately up to you - Doug's sharp instincts can blow one of them away. Shoot the gunman and Winky'll drop prostrate as Damon's men annihilate the other. Vice versa, save Damon's ass and his men will prevent Winky's demise. No deaths, sure, but your choice will be remembered.
 
Everyone on edge, Damon orders his men around in Cantonese. They flip vests, check pockets of the bikers as Winky stands shaky. Doug and Damon make eye contact, neither backing down as Doug lights a cigarette.
 
One of the men hands Damon a card, close up: Stanislaw Choppers, Dutch Flatlands SF - The Road Starts Here.
 
He speaks to no one: "What kind of tar snake crew orders business cards?"

 
Ripping it in two, he faces Winky. "Let's table your story, Ying. I'll be in touch."

 
Doug makes a face. Ying?
"You can cash in later.He shrugs, hops in the Corrida and takes off through the crowd of squarejohns still gathered.

 
With a final stern order, the Triad men hop into the Tango as sirens converge in the distance. Damon opens the back door to enter but pauses to face Doug, leaning casually against the frame.
 
"You're a skilled shot, Doug."
"So I've heard."
"The question is, since you've clearly no stake in the inner workings of this deal, where do your loyalties lie?"
Straight: "They lie where the money flows."

"I tend to shoot men with that mindset."
Doug takes a prolonged puff of his cigarette. "I'd appreciate you putting that idea on ice, considering what just happened."

Damon pretends to consider, Doug cuts his response off: "I enjoy this song and dance if its done timely, but those sirens are getting mighty loud. Maybe it'd suit you better to do this over dinner or something, I hear you fellas enjoy that."

"You'll quickly find that I have no tolerance for insolence, Mr-"
"It's Pryor, and don't you get sanctimonious on me, Damon."
"Mr. Leung. You're lucky you're such a good shot, Mr. Pryor. May I reach you through Ying when were in need?"
 
A slow nod in victory pose; Damon slugs into the backseat and the sedan flies by, target on him fingering the gaps of his mystic knot. Doug smokes, casually glancing over the half dozen corpses abound, before tossing the cigarette and making headway down the alley exit absent of onlookers. He gives a cursory wave to the Triads slinking in the Rancher watching him as he mutters:
 
"F*cking Chinamen."

 

 

Mission passed.

+ $50

 

Post-mission phone call(s)

 

Any time you approach a payphone in the city after a mission, you'll receive a prompt once you're 50¢ short: in this case, a call to Doug's wife Joanna. Make 'em or you'll miss 'em. If you don't make a call necessary to advance the story, you'll receive it at the protagonist's safehouse instead.

1st - Joanna Pryor (optional)
Joanna: Hello?

Doug: It's me.
Joanna: Hm, thought maybe you ran out for good. You bring the trash to the landfill yourself?
Doug: Trash's in the trash. I was with Marcus.
Joanna: That's interesting, 'cause Marcus just came over and borrowed some eggs. You think I didn't see you leave with Winky?
Doug: What do you want from me, Jo? He's got work and he pays, that alone puts him above half the jackasses in this city. Besides, there are more dangerous dogs in the kennel.
Joanna: I don't need the bill of goods. Just be home for dinner.
Doug: We'll see.
 
2nd - Winky Marquez (mandatory)
Winky: I get the right number this time?
Doug: If you were trying to ring me instead of just coming upstairs, yes.
Winky: Oh, and run into your wife? I wanna jump into the bull pen, I'll wear red.
Doug: What is it?
Winky: Well, it turns out I underestimated the workload involved in Oriental dealings. I can't handle it myself. I tried, really, but I can't.
Doug: Too bad Harry's not around, he would've been keen for it.
Winky: As-f*ckin'-if. Try this olive branch for size - I'm gonna need help running the day-to-day and I know you need work.
Doug: Well, it's a more valuable branch than the revolver, I can tell you that.
Winky: Primo, we'll give it the ol' college try. Ring me up when you need something to get done or I'll come see you when I need something done.
Doug: Appreciated.

 

Side-mission unlocked: Winky's Wetwork

  • Jezus Holy Christ, Ivan1997GTA and Baked English Beans like this

The Lone Spirit
  • The Lone Spirit

    Punk-ass Bitch

  • Members
  • Joined: 24 Jan 2016
  • None

#36

Posted 13 January 2017 - 05:46 PM

Seeing the title, i thought the main characters would be Czech.


Cebra
  • Cebra

    Eh.

  • Leone Family Mafia
  • Joined: 06 Jan 2013
  • Canada

#37

Posted 15 January 2017 - 12:29 AM

Seeing the title, i thought the main characters would be Czech.

Nah, went with the second definition of "bohemian" for this one. :p

 

Any suggestions for the story or otherwise? I always appreciate feedback.


The Lone Spirit
  • The Lone Spirit

    Punk-ass Bitch

  • Members
  • Joined: 24 Jan 2016
  • None

#38

Posted 15 January 2017 - 01:29 AM Edited by The Lone Spirit, 15 January 2017 - 01:30 AM.

 

Seeing the title, i thought the main characters would be Czech.

Nah, went with the second definition of "bohemian" for this one. :p

 

Any suggestions for the story or otherwise? I always appreciate feedback.

 

Well it's 4 AM right now so I'm not really in the mood to read, i tried forcing myself to read the story but i don't understand anything from things i read when i'm sleepy, sorry, but i will definitely give some feedback within 12 hours, or just wait 10 minutes while i splash my face with cold water while drinking 3 glasses coffee.

 

Can you check out my game?

http://gtaforums.com...-jamaican-heat/


Cebra
  • Cebra

    Eh.

  • Leone Family Mafia
  • Joined: 06 Jan 2013
  • Canada

#39

Posted 15 January 2017 - 10:09 PM

 

 

Seeing the title, i thought the main characters would be Czech.

Nah, went with the second definition of "bohemian" for this one. :p

 

Any suggestions for the story or otherwise? I always appreciate feedback.

 

Well it's 4 AM right now so I'm not really in the mood to read, i tried forcing myself to read the story but i don't understand anything from things i read when i'm sleepy, sorry, but i will definitely give some feedback within 12 hours, or just wait 10 minutes while i splash my face with cold water while drinking 3 glasses coffee.

 

Can you check out my game?

http://gtaforums.com...-jamaican-heat/

 

No problem man, take your time. I've checked out Jamaican Heat, it's shaping up well. 


The Lone Spirit
  • The Lone Spirit

    Punk-ass Bitch

  • Members
  • Joined: 24 Jan 2016
  • None

#40

Posted 16 January 2017 - 09:37 PM

WOW, just wow! I've red the characters and the features, this would be make perfect for a GTA game. I like the atmosphere and the realism of the game, the characters have great backstories and the features sound awesome, the font and colour you chose is perfect for the game, I will give more feedback when i read the missions.

  • Cebra likes this

Money Over Bullshit
  • Money Over Bullshit

    The Visionary

  • Members
  • Joined: 02 Mar 2009
  • None
  • Contribution Award [Concepts]
    Most Knowledgeable [GTA Series] 2010
    Best Concept Story 2010 "The Code of The Streets"

#41

Posted 10 February 2017 - 02:15 PM

I've just come back to this and I noticed that in your radio stations you have placeholders for every year between 1968 and 1974.. I'm just wondering how this would work story wise? Wouldn't it be easier to just feature two or three time periods??


Cebra
  • Cebra

    Eh.

  • Leone Family Mafia
  • Joined: 06 Jan 2013
  • Canada

#42

Posted 11 February 2017 - 11:32 PM

I've just come back to this and I noticed that in your radio stations you have placeholders for every year between 1968 and 1974.. I'm just wondering how this would work story wise? Wouldn't it be easier to just feature two or three time periods??

Easier, probably - less ground to cover and less story to write. The reason some parts of the formatting might seem a little disjointed is because when I posted the OP I hadn't fully thought out the path the story was going to take. Originally it was only going to take place in 1968, then I really began to get into the time period and I realized that only covering one year wouldn't do the era enough justice. When we think the sixties, it's not 1960-'69, it's really about '63 to '73. So - and as Tyla noticed when I first posted it - I chose 1968 to 1974 because so much happened in those seven years. To name a few: MLK's assassination, the Tet offensive, the moon landing, RFK's assassination, Nixon's election, Woodstock, Watergate, and finally, Nixon's resignation (which will coincide with the end of the story in-game). As much may have happened between 1963 and 1968, these were the definitive years of the Counterculture Era. Extending it to '74 was just a testament to the theme of decline I'm hoping to evoke in portraying it. :p

 

As for how it would work story-wise, I'm hoping the medium of it not being an actual game gives me the benefit of the doubt. Otherwise I'm sure it would need some tweaking, but the plan is that the game will be loosely separated into sections that correspond to a year. Think Assassin's Creed or Mafia with the plus of it being open-world. So you would finish the final mission of say 1968, there would be an indicated time passage leading into 1969. You would then have the 1969 radio stations, cars, etc. in addition to the previous year's.

 

What do you think? 

  • Ivan1997GTA and LincolnClay like this

LincolnClay
  • LincolnClay

    F*ck Take Two Interactive...

  • Members
  • Joined: 21 Feb 2016
  • Australia

#43

Posted 12 February 2017 - 01:39 AM Edited by TheGamingPr025, 12 February 2017 - 01:40 AM.

I've just come back to this and I noticed that in your radio stations you have placeholders for every year between 1968 and 1974.. I'm just wondering how this would work story wise? Wouldn't it be easier to just feature two or three time periods??

Easier, probably - less ground to cover and less story to write. The reason some parts of the formatting might seem a little disjointed is because when I posted the OP I hadn't fully thought out the path the story was going to take. Originally it was only going to take place in 1968, then I really began to get into the time period and I realized that only covering one year wouldn't do the era enough justice. When we think the sixties, it's not 1960-'69, it's really about '63 to '73. So - and as Tyla noticed when I first posted it - I chose 1968 to 1974 because so much happened in those seven years. To name a few: MLK's assassination, the Tet offensive, the moon landing, RFK's assassination, Nixon's election, Woodstock, Watergate, and finally, Nixon's resignation (which will coincide with the end of the story in-game). As much may have happened between 1963 and 1968, these were the definitive years of the Counterculture Era. Extending it to '74 was just a testament to the theme of decline I'm hoping to evoke in portraying it. :p
 
As for how it would work story-wise, I'm hoping the medium of it not being an actual game gives me the benefit of the doubt. Otherwise I'm sure it would need some tweaking, but the plan is that the game will be loosely separated into sections that correspond to a year. Think Assassin's Creed or Mafia with the plus of it being open-world. So you would finish the final mission of say 1968, there would be an indicated time passage leading into 1969. You would then have the 1969 radio stations, cars, etc. in addition to the previous year's.
 
What do you think?
I like that. Actually, this whole concept seems like it could make for an awesome GTA game.
  • Cebra likes this

Cebra
  • Cebra

    Eh.

  • Leone Family Mafia
  • Joined: 06 Jan 2013
  • Canada

#44

Posted 14 February 2017 - 03:47 AM

I've just come back to this and I noticed that in your radio stations you have placeholders for every year between 1968 and 1974.. I'm just wondering how this would work story wise? Wouldn't it be easier to just feature two or three time periods??

Easier, probably - less ground to cover and less story to write. The reason some parts of the formatting might seem a little disjointed is because when I posted the OP I hadn't fully thought out the path the story was going to take. Originally it was only going to take place in 1968, then I really began to get into the time period and I realized that only covering one year wouldn't do the era enough justice. When we think the sixties, it's not 1960-'69, it's really about '63 to '73. So - and as Tyla noticed when I first posted it - I chose 1968 to 1974 because so much happened in those seven years. To name a few: MLK's assassination, the Tet offensive, the moon landing, RFK's assassination, Nixon's election, Woodstock, Watergate, and finally, Nixon's resignation (which will coincide with the end of the story in-game). As much may have happened between 1963 and 1968, these were the definitive years of the Counterculture Era. Extending it to '74 was just a testament to the theme of decline I'm hoping to evoke in portraying it. :p
 
As for how it would work story-wise, I'm hoping the medium of it not being an actual game gives me the benefit of the doubt. Otherwise I'm sure it would need some tweaking, but the plan is that the game will be loosely separated into sections that correspond to a year. Think Assassin's Creed or Mafia with the plus of it being open-world. So you would finish the final mission of say 1968, there would be an indicated time passage leading into 1969. You would then have the 1969 radio stations, cars, etc. in addition to the previous year's.
 
What do you think?
I like that. Actually, this whole concept seems like it could make for an awesome GTA game.
Thanks for the kind words, always appreciated. :)
  • LincolnClay likes this

Money Over Bullshit
  • Money Over Bullshit

    The Visionary

  • Members
  • Joined: 02 Mar 2009
  • None
  • Contribution Award [Concepts]
    Most Knowledgeable [GTA Series] 2010
    Best Concept Story 2010 "The Code of The Streets"

#45

Posted 15 February 2017 - 04:22 PM

 

I've just come back to this and I noticed that in your radio stations you have placeholders for every year between 1968 and 1974.. I'm just wondering how this would work story wise? Wouldn't it be easier to just feature two or three time periods??

Easier, probably - less ground to cover and less story to write. The reason some parts of the formatting might seem a little disjointed is because when I posted the OP I hadn't fully thought out the path the story was going to take. Originally it was only going to take place in 1968, then I really began to get into the time period and I realized that only covering one year wouldn't do the era enough justice. When we think the sixties, it's not 1960-'69, it's really about '63 to '73. So - and as Tyla noticed when I first posted it - I chose 1968 to 1974 because so much happened in those seven years. To name a few: MLK's assassination, the Tet offensive, the moon landing, RFK's assassination, Nixon's election, Woodstock, Watergate, and finally, Nixon's resignation (which will coincide with the end of the story in-game). As much may have happened between 1963 and 1968, these were the definitive years of the Counterculture Era. Extending it to '74 was just a testament to the theme of decline I'm hoping to evoke in portraying it. :p

 

As for how it would work story-wise, I'm hoping the medium of it not being an actual game gives me the benefit of the doubt. Otherwise I'm sure it would need some tweaking, but the plan is that the game will be loosely separated into sections that correspond to a year. Think Assassin's Creed or Mafia with the plus of it being open-world. So you would finish the final mission of say 1968, there would be an indicated time passage leading into 1969. You would then have the 1969 radio stations, cars, etc. in addition to the previous year's.

 

What do you think? 

 

Gameplay wise it just seems a little bit awkward. There's nothing to say you have to mirror the real world completely so you could take all those events and split them between two or three years. It would also make a lot more sense with regards to the soundtrack in particular. If you were to have two parts taking place in 1968 and '73 for example you could have a soundtrack which takes in the best of the 1960s in one part and then in the second part have it composed of songs from 1969-1973. I think breaking a story down any further than into two year segments would make the story seem a bit too linear and mechanical. Players wouldn't have time to get used to one setting before being thrown into the next. Just my two cents man.. take it or leave it.

  • Cebra likes this

Cebra
  • Cebra

    Eh.

  • Leone Family Mafia
  • Joined: 06 Jan 2013
  • Canada

#46

Posted 15 February 2017 - 11:57 PM

 

 

I've just come back to this and I noticed that in your radio stations you have placeholders for every year between 1968 and 1974.. I'm just wondering how this would work story wise? Wouldn't it be easier to just feature two or three time periods??

Easier, probably - less ground to cover and less story to write. The reason some parts of the formatting might seem a little disjointed is because when I posted the OP I hadn't fully thought out the path the story was going to take. Originally it was only going to take place in 1968, then I really began to get into the time period and I realized that only covering one year wouldn't do the era enough justice. When we think the sixties, it's not 1960-'69, it's really about '63 to '73. So - and as Tyla noticed when I first posted it - I chose 1968 to 1974 because so much happened in those seven years. To name a few: MLK's assassination, the Tet offensive, the moon landing, RFK's assassination, Nixon's election, Woodstock, Watergate, and finally, Nixon's resignation (which will coincide with the end of the story in-game). As much may have happened between 1963 and 1968, these were the definitive years of the Counterculture Era. Extending it to '74 was just a testament to the theme of decline I'm hoping to evoke in portraying it. :p

 

As for how it would work story-wise, I'm hoping the medium of it not being an actual game gives me the benefit of the doubt. Otherwise I'm sure it would need some tweaking, but the plan is that the game will be loosely separated into sections that correspond to a year. Think Assassin's Creed or Mafia with the plus of it being open-world. So you would finish the final mission of say 1968, there would be an indicated time passage leading into 1969. You would then have the 1969 radio stations, cars, etc. in addition to the previous year's.

 

What do you think? 

 

Gameplay wise it just seems a little bit awkward. There's nothing to say you have to mirror the real world completely so you could take all those events and split them between two or three years. It would also make a lot more sense with regards to the soundtrack in particular. If you were to have two parts taking place in 1968 and '73 for example you could have a soundtrack which takes in the best of the 1960s in one part and then in the second part have it composed of songs from 1969-1973. I think breaking a story down any further than into two year segments would make the story seem a bit too linear and mechanical. Players wouldn't have time to get used to one setting before being thrown into the next. Just my two cents man.. take it or leave it.

 

You know, I actually think that makes more sense. It would make the periods have a more clearly distinguished identity and wouldn't actually change all that much bar formatting. I think it would work quite well in three periods - 1968, 1971, 1974. The first would lead into the entry of the counterculture movement resisted by the early '60s status quo, the second basically being the in-your-face exuberance released by that movement taking over, and 1974 being the time of it dying down as reality set in. I'll work on it a bit more and update the OP with that in mind.

  • Ivan1997GTA likes this

Money Over Bullshit
  • Money Over Bullshit

    The Visionary

  • Members
  • Joined: 02 Mar 2009
  • None
  • Contribution Award [Concepts]
    Most Knowledgeable [GTA Series] 2010
    Best Concept Story 2010 "The Code of The Streets"

#47

Posted 16 February 2017 - 01:37 PM

 

 

 

I've just come back to this and I noticed that in your radio stations you have placeholders for every year between 1968 and 1974.. I'm just wondering how this would work story wise? Wouldn't it be easier to just feature two or three time periods??

Easier, probably - less ground to cover and less story to write. The reason some parts of the formatting might seem a little disjointed is because when I posted the OP I hadn't fully thought out the path the story was going to take. Originally it was only going to take place in 1968, then I really began to get into the time period and I realized that only covering one year wouldn't do the era enough justice. When we think the sixties, it's not 1960-'69, it's really about '63 to '73. So - and as Tyla noticed when I first posted it - I chose 1968 to 1974 because so much happened in those seven years. To name a few: MLK's assassination, the Tet offensive, the moon landing, RFK's assassination, Nixon's election, Woodstock, Watergate, and finally, Nixon's resignation (which will coincide with the end of the story in-game). As much may have happened between 1963 and 1968, these were the definitive years of the Counterculture Era. Extending it to '74 was just a testament to the theme of decline I'm hoping to evoke in portraying it. :p

 

As for how it would work story-wise, I'm hoping the medium of it not being an actual game gives me the benefit of the doubt. Otherwise I'm sure it would need some tweaking, but the plan is that the game will be loosely separated into sections that correspond to a year. Think Assassin's Creed or Mafia with the plus of it being open-world. So you would finish the final mission of say 1968, there would be an indicated time passage leading into 1969. You would then have the 1969 radio stations, cars, etc. in addition to the previous year's.

 

What do you think? 

 

Gameplay wise it just seems a little bit awkward. There's nothing to say you have to mirror the real world completely so you could take all those events and split them between two or three years. It would also make a lot more sense with regards to the soundtrack in particular. If you were to have two parts taking place in 1968 and '73 for example you could have a soundtrack which takes in the best of the 1960s in one part and then in the second part have it composed of songs from 1969-1973. I think breaking a story down any further than into two year segments would make the story seem a bit too linear and mechanical. Players wouldn't have time to get used to one setting before being thrown into the next. Just my two cents man.. take it or leave it.

 

You know, I actually think that makes more sense. It would make the periods have a more clearly distinguished identity and wouldn't actually change all that much bar formatting. I think it would work quite well in three periods - 1968, 1971, 1974. The first would lead into the entry of the counterculture movement resisted by the early '60s status quo, the second basically being the in-your-face exuberance released by that movement taking over, and 1974 being the time of it dying down as reality set in. I'll work on it a bit more and update the OP with that in mind.

 

Thank you for your consideration man.. a lot of people tend to be a bit headstrong about these things. I know your previous formula was used most notably (for me at least) in Mafia: City of Lost Heaven but that game had no actual real world songs in it and had a really poor story too. The story in Mafia 2 was much stronger by comparison being set in two distinct time periods. Mafia 3 was set entirely in 1968 and that worked really well too given how much happened that year so I look forward to seeing how you incorporate real world events which were pretty much exclusively contextual in the world of Lincoln Clay in New Bordeaux. This goes for not just that particular time period but the other two aswell.

  • Ivan1997GTA likes this

Cebra
  • Cebra

    Eh.

  • Leone Family Mafia
  • Joined: 06 Jan 2013
  • Canada

#48

Posted 22 February 2017 - 01:31 AM

 

 

 

 

I've just come back to this and I noticed that in your radio stations you have placeholders for every year between 1968 and 1974.. I'm just wondering how this would work story wise? Wouldn't it be easier to just feature two or three time periods??

Easier, probably - less ground to cover and less story to write. The reason some parts of the formatting might seem a little disjointed is because when I posted the OP I hadn't fully thought out the path the story was going to take. Originally it was only going to take place in 1968, then I really began to get into the time period and I realized that only covering one year wouldn't do the era enough justice. When we think the sixties, it's not 1960-'69, it's really about '63 to '73. So - and as Tyla noticed when I first posted it - I chose 1968 to 1974 because so much happened in those seven years. To name a few: MLK's assassination, the Tet offensive, the moon landing, RFK's assassination, Nixon's election, Woodstock, Watergate, and finally, Nixon's resignation (which will coincide with the end of the story in-game). As much may have happened between 1963 and 1968, these were the definitive years of the Counterculture Era. Extending it to '74 was just a testament to the theme of decline I'm hoping to evoke in portraying it. :p

 

As for how it would work story-wise, I'm hoping the medium of it not being an actual game gives me the benefit of the doubt. Otherwise I'm sure it would need some tweaking, but the plan is that the game will be loosely separated into sections that correspond to a year. Think Assassin's Creed or Mafia with the plus of it being open-world. So you would finish the final mission of say 1968, there would be an indicated time passage leading into 1969. You would then have the 1969 radio stations, cars, etc. in addition to the previous year's.

 

What do you think? 

 

Gameplay wise it just seems a little bit awkward. There's nothing to say you have to mirror the real world completely so you could take all those events and split them between two or three years. It would also make a lot more sense with regards to the soundtrack in particular. If you were to have two parts taking place in 1968 and '73 for example you could have a soundtrack which takes in the best of the 1960s in one part and then in the second part have it composed of songs from 1969-1973. I think breaking a story down any further than into two year segments would make the story seem a bit too linear and mechanical. Players wouldn't have time to get used to one setting before being thrown into the next. Just my two cents man.. take it or leave it.

 

You know, I actually think that makes more sense. It would make the periods have a more clearly distinguished identity and wouldn't actually change all that much bar formatting. I think it would work quite well in three periods - 1968, 1971, 1974. The first would lead into the entry of the counterculture movement resisted by the early '60s status quo, the second basically being the in-your-face exuberance released by that movement taking over, and 1974 being the time of it dying down as reality set in. I'll work on it a bit more and update the OP with that in mind.

 

Thank you for your consideration man.. a lot of people tend to be a bit headstrong about these things. I know your previous formula was used most notably (for me at least) in Mafia: City of Lost Heaven but that game had no actual real world songs in it and had a really poor story too. The story in Mafia 2 was much stronger by comparison being set in two distinct time periods. Mafia 3 was set entirely in 1968 and that worked really well too given how much happened that year so I look forward to seeing how you incorporate real world events which were pretty much exclusively contextual in the world of Lincoln Clay in New Bordeaux. This goes for not just that particular time period but the other two aswell.

 

Lol I'm not that proud, a good idea is a good idea. :p

 

I've updated the OP accordingly. Thanks for suggesting the change, if I had gone with it originally it probably would've saved me quite a bit of brain racking for each year's songs. 


Money Over Bullshit
  • Money Over Bullshit

    The Visionary

  • Members
  • Joined: 02 Mar 2009
  • None
  • Contribution Award [Concepts]
    Most Knowledgeable [GTA Series] 2010
    Best Concept Story 2010 "The Code of The Streets"

#49

Posted 22 February 2017 - 04:25 PM Edited by Money Over Bullshit, 22 February 2017 - 04:26 PM.

 

 

 

 

 

I've just come back to this and I noticed that in your radio stations you have placeholders for every year between 1968 and 1974.. I'm just wondering how this would work story wise? Wouldn't it be easier to just feature two or three time periods??

Easier, probably - less ground to cover and less story to write. The reason some parts of the formatting might seem a little disjointed is because when I posted the OP I hadn't fully thought out the path the story was going to take. Originally it was only going to take place in 1968, then I really began to get into the time period and I realized that only covering one year wouldn't do the era enough justice. When we think the sixties, it's not 1960-'69, it's really about '63 to '73. So - and as Tyla noticed when I first posted it - I chose 1968 to 1974 because so much happened in those seven years. To name a few: MLK's assassination, the Tet offensive, the moon landing, RFK's assassination, Nixon's election, Woodstock, Watergate, and finally, Nixon's resignation (which will coincide with the end of the story in-game). As much may have happened between 1963 and 1968, these were the definitive years of the Counterculture Era. Extending it to '74 was just a testament to the theme of decline I'm hoping to evoke in portraying it. :p

 

As for how it would work story-wise, I'm hoping the medium of it not being an actual game gives me the benefit of the doubt. Otherwise I'm sure it would need some tweaking, but the plan is that the game will be loosely separated into sections that correspond to a year. Think Assassin's Creed or Mafia with the plus of it being open-world. So you would finish the final mission of say 1968, there would be an indicated time passage leading into 1969. You would then have the 1969 radio stations, cars, etc. in addition to the previous year's.

 

What do you think? 

 

Gameplay wise it just seems a little bit awkward. There's nothing to say you have to mirror the real world completely so you could take all those events and split them between two or three years. It would also make a lot more sense with regards to the soundtrack in particular. If you were to have two parts taking place in 1968 and '73 for example you could have a soundtrack which takes in the best of the 1960s in one part and then in the second part have it composed of songs from 1969-1973. I think breaking a story down any further than into two year segments would make the story seem a bit too linear and mechanical. Players wouldn't have time to get used to one setting before being thrown into the next. Just my two cents man.. take it or leave it.

 

You know, I actually think that makes more sense. It would make the periods have a more clearly distinguished identity and wouldn't actually change all that much bar formatting. I think it would work quite well in three periods - 1968, 1971, 1974. The first would lead into the entry of the counterculture movement resisted by the early '60s status quo, the second basically being the in-your-face exuberance released by that movement taking over, and 1974 being the time of it dying down as reality set in. I'll work on it a bit more and update the OP with that in mind.

 

Thank you for your consideration man.. a lot of people tend to be a bit headstrong about these things. I know your previous formula was used most notably (for me at least) in Mafia: City of Lost Heaven but that game had no actual real world songs in it and had a really poor story too. The story in Mafia 2 was much stronger by comparison being set in two distinct time periods. Mafia 3 was set entirely in 1968 and that worked really well too given how much happened that year so I look forward to seeing how you incorporate real world events which were pretty much exclusively contextual in the world of Lincoln Clay in New Bordeaux. This goes for not just that particular time period but the other two aswell.

 

Lol I'm not that proud, a good idea is a good idea. :p

 

I've updated the OP accordingly. Thanks for suggesting the change, if I had gone with it originally it probably would've saved me quite a bit of brain racking for each year's songs. 

 

Looking good mate. It's definitely better to have three good parts with loads of enjoyable content than to spread everything out over 5 or 6 years.

  • Cebra likes this

~Tiger~
  • ~Tiger~

  • GTA Series Staff
  • Joined: 26 Jan 2014
  • None
  • Best Ledby 2015
    Best Ledby 2014
    Helpfulness Award [GTA V]
    Contribution Award [GTA V]
    Contribution Award [Snapmatic Competition]

#50

Posted 26 April 2017 - 12:39 AM

Posts merged as requested OP, please see post #4 and feel free to edit as you require.

Thanks.
  • Cebra likes this

Ivan1997GTA
  • Ivan1997GTA

    Proud to Be Loud

  • Facade Corporation
  • Joined: 11 May 2015
  • Russia

#51

Posted 18 June 2017 - 09:00 AM

Excuse the bump.

I've noticed "Free Bird" by Lynyrd Skynyrd on Radioactive Radio, even though the song was already on K-DST in GTA San Andreas. I suggest for you to replace it with another song, like "Get Ready" by Rare Earth or "Vicious" by Lou Reed. And here are a few song suggestions:

Can - Vitamin C
Nazz - She's Going Down

And if you're going to include police vehicles soon, I've got a few images: the SFPD Cruiser, Unmarked Interceptor, Highway Cruiser, LVPD Cruiser.

  • Cebra likes this

Cebra
  • Cebra

    Eh.

  • Leone Family Mafia
  • Joined: 06 Jan 2013
  • Canada

#52

Posted 19 June 2017 - 10:41 PM Edited by Cebra, 20 June 2017 - 02:36 AM.

Excuse the bump.

I've noticed "Free Bird" by Lynyrd Skynyrd on Radioactive Radio, even though the song was already on K-DST in GTA San Andreas. I suggest for you to replace it with another song, like "Get Ready" by Rare Earth or "Vicious" by Lou Reed. And here are a few song suggestions:

Can - Vitamin C
Nazz - She's Going Down

And if you're going to include police vehicles soon, I've got a few images: the SFPD Cruiser, Unmarked Interceptor, Highway Cruiser, LVPD Cruiser.

Don't apologize, a bit longer and I would've found an excuse to bump it myself. :p

 

I'm disappointed in myself - all those old memories of listening to K-DST while flying around in the forest in SA and I forgot. Thanks for the heads up as well as the song suggestions.  

 

As for the fleet vehicles, I was hesitating because I can't find a timeline of real life SF police vehicles from 1968-'74. As far as I can tell, they switched from Ford to Plymouth to Dodge, but the exact years are unclear. I guess it doesn't really matter lol

 

As far as the storyline goes, any feedback so far? I know it's not particularly far along yet, but anything helps. Now that many of the old concept vets don't come around much anymore I'll take any excuse I can get to pander for criticism! I can hardly believe I've been working on this thing for over two years now, time flies.


TerminatorX92
  • TerminatorX92

    Great Player

  • Members
  • Joined: 3 weeks ago
  • United-States

#53

Posted 3 weeks ago Edited by TerminatorX92, 3 weeks ago.

Sorry, Holden Kingswood is not sold in the US.


Cebra
  • Cebra

    Eh.

  • Leone Family Mafia
  • Joined: 06 Jan 2013
  • Canada

#54

Posted 3 weeks ago

Sorry, Holden Kingswood is not sold in the US.

That's true, but the Cheval Fugitive found in GTA V was based primarily off the Holden Caprice with elements from the Commodore as well. I figured if Rockstar was willing to break that barrier, then I would make the car's predecessor a Holden as well. You could make the argument that the Fugitive was based off the Chevy Caprice PPV, but I doubt they would base the car off a fleet vehicle. 

 

Either way, I'm not selling the Holden Kingswood - I'm selling the Cheval Fugitive. :p


Money Over Bullshit
  • Money Over Bullshit

    The Visionary

  • Members
  • Joined: 02 Mar 2009
  • None
  • Contribution Award [Concepts]
    Most Knowledgeable [GTA Series] 2010
    Best Concept Story 2010 "The Code of The Streets"

#55

Posted 3 weeks ago

Loving the new character descriptions man ;)


Cebra
  • Cebra

    Eh.

  • Leone Family Mafia
  • Joined: 06 Jan 2013
  • Canada

#56

Posted 2 weeks ago

Loving the new character descriptions man ;)

Happy to hear it. I thought something was missing in the characters - turns out it was the political cynicism that GTA loves to depict. What better than a classic commie who finds an appetite for old fashioned capitalism? :lol: Also, the requisite spooky know-it-all spook. I'm trying to hit all the cultural angles while staying within the sensible constraints of the story, because there's really so many 1960s/70s clichés to play off of that it can become overwhelming. 

 

I'm still working on the weapons list btw, I got a little sidetracked but hopefully I'll PM you soon to bounce around some ideas.

  • Money Over Bullshit likes this

Money Over Bullshit
  • Money Over Bullshit

    The Visionary

  • Members
  • Joined: 02 Mar 2009
  • None
  • Contribution Award [Concepts]
    Most Knowledgeable [GTA Series] 2010
    Best Concept Story 2010 "The Code of The Streets"

#57

Posted A week ago

 

Loving the new character descriptions man ;)

Happy to hear it. I thought something was missing in the characters - turns out it was the political cynicism that GTA loves to depict. What better than a classic commie who finds an appetite for old fashioned capitalism? :lol: Also, the requisite spooky know-it-all spook. I'm trying to hit all the cultural angles while staying within the sensible constraints of the story, because there's really so many 1960s/70s clichés to play off of that it can become overwhelming. 

 

I'm still working on the weapons list btw, I got a little sidetracked but hopefully I'll PM you soon to bounce around some ideas.

 

The new weapon icons are looking good man. I'm looking forward to seeing more posted soon :)

  • Cebra likes this

Jezus Holy Christ
  • Jezus Holy Christ

    eloi eloi lama sabachthani

  • Facade Corporation
  • Joined: 05 Jul 2014
  • None

#58

Posted 6 days ago Edited by Jezus Holy Christ, 5 days ago.

I finally found some time to read the fourth mission. I'm already walking to that "W" marker on the map to start the fifth one, but the game freezes :panic: :lol:  Seriously, I can't wait for the next mission. I only read concept threads for their stories, and you've got a great one on your hands so far.
  • Cebra likes this

Cebra
  • Cebra

    Eh.

  • Leone Family Mafia
  • Joined: 06 Jan 2013
  • Canada

#59

Posted 4 days ago

 

 

Loving the new character descriptions man ;)

Happy to hear it. I thought something was missing in the characters - turns out it was the political cynicism that GTA loves to depict. What better than a classic commie who finds an appetite for old fashioned capitalism? :lol: Also, the requisite spooky know-it-all spook. I'm trying to hit all the cultural angles while staying within the sensible constraints of the story, because there's really so many 1960s/70s clichés to play off of that it can become overwhelming. 

 

I'm still working on the weapons list btw, I got a little sidetracked but hopefully I'll PM you soon to bounce around some ideas.

 

The new weapon icons are looking good man. I'm looking forward to seeing more posted soon :)

 

 

 

I finally found some time to read the fourth mission. I'm already walking to that "W" marker on the map to start the fifth one, but the game freezes :panic: :lol:  Seriously, I can't wait for the next mission. I only read concept threads for their stories, and you've got a great one on your hands so far.

Thank you both. Jezus, won't be long before the bug is fixed, I'm giving myself a week long deadline until the next mission is released.  ;)

  • Jezus Holy Christ likes this




1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users