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A Story working like an enclosed maze. Part 1.

Call me cheesy, but I'm one of the few writers that writes about anything. From strategy guides, to stories. From blogs, to bio's. And yes, with every blog about Drive or Die I have to do some introduction to sound serious. If not, professional. I'm no dreamer, I'm a thinker. Like a guy sitting infront of a chalkboard waitin' for that push to whiten that green chalkboard.

I basicly love to work alone, so it's not easy to show off my work for me. Sounds pretty... Strange, but it is how it is. And there's also a weird side-effect that makes it feel as if I'm trying to explain sex-ed. to a bunch of teens. Trying to sound serious, y'know.

The dreamer story falls back into that side-effect. There's alot of people like me, trying to make their ideas into a virtual world. Since the Gaming Business can be discribed as creating a superb movie where YOU play the actor, who isn't lacking skill or anything. It's almost starting to feel as if you're one of those idiots trying to show off "their skills" infront of a group of the Hollywood Actors' Guild. It's that I won't back down, not even if everyone rejects it. It's almost a difficult thing to make something positive out of it. If I'm just another dreamer, I won't make it. If I'm a person who actually puts through, I'm a hardass.

My goal is to break through before the Gaming Industries is monopolized. And yet again, striking EA with the blame. Unlike Microsoft, they are really buying out the competition and grabbing the big names for theirselfs and turning them under-developed crap, fast-produced junk and let alone the fact completely screwing the original reputation of that game's series over... And before I completely sink into this subject... I'll leave it like that and continue it sometime. Cause it was supposed to be about a story. A plot.

For so far, the story lines of games are dropping like bricks. The only story we're getting dished is "Buy Pt. 2 to Continue!". If one story's a good story, it should work like a road. Begins at one end, ends at the other. Enter, and Exit. An even better story takes several paths. The best kind of story is an easy-to-understand maze from those placemats you get at those roadside diners. Alot of side-stories that can be easily understood.

Take the story from XIII for example. Yes, story. In the end, the game wasn't all that well. But that didn't kept me from playing for tons of time. The story is in my opinion one of the best in gaming history. Maybe it's just that the french writer of the original comic XIII created it. But even for a French, that guy wrote a storyline that can almost be real. This could be something straight from one of the best conspiracy-theorists. Every single person who works with, and around the White House and the Pentagon is involved with the so-called "Twenty". And it so well thought out, that just about anything I say about the story can be called a spoiler.

If you pay attention to the storyline, you'd know what's going on. Explained in flashbacks and such, it'll all start to make sense. The game is hated for it's rather fast change in pace of the storyline. Meaning, just when you start to get it. It turns out you were all wrong. But, isn't that the point of a conspiracy? They do stuff you shouldn't be thinking off?

Ofcourse, this game also ended with the "To be continued" tagline. Infact, the screen showed in comic stile "... To Be Continued". People should point out that you should read the english-translations of the comic XIII itself to get a good prologue and a good aftermath of the XIII: The Game story. Not really marketing, just like 24: The Game it was inherited into the script of the series it was based on.

But back to Drive or Die. I'm still working on the story to be waterproof. Thinking about making an paperback prologue on the characters and how it all started. While the game should give a good and fast start, there's just like XIII: The Game has, there's more than you can realise. So adding that into a paperback(Maybe the manual, perhaps?) would make sense.

The game plays like Grand Theft Auto. But on a different type of setting. GTA re-created cities. I've made an entire new state that should've been connected to the US, but didn't.

Making a story work like a enclosed maze basicly means everything around the game should have a reason to be open/closed/locked/unlocked etc. For instance how did the state form, and why is it so distant from the U.S itself? Where is it located? Why is there no travel from the state to the US mainland? Who made it? Who started it? Republicans or Democratics? If it's not a state, why isn't it a kingdom then? The basic questions to the island itself.

Awnsers would be: Manmade. Political Issues. The north-western tip of the state lies 103MI east from the Georgia-South Carolina border. Rough sealand and hurricanes terrorize travel inbetween the Georgia-Geraldo Waterway, thanks to global warming. Will. E. Geraldo, a million-dollar man who wanted to create something more than a patch of land. It was a loophole on the map, an unowned patch of land anyone from the US could take and Geraldo took that shot. Democrats, the state was held high by Maxwell Rhodes, former Senator of Conneticut. A bit like District of Columbia, Washington D.C has influence over it. But it's still private property by Will E. Geraldo, who passed away in 2001, it couldn't fund itself to become a sole country cause of reasons like high-priced import and export, so it became the 51st State of the United States. Without adding a 51st star.

Adding alot of fiction into real world events, sure. But handled with care ofcourse. It's more than just airlocking the envoirment, next time I'm talking about that since this blog is becoming too damn long to be interesting!

Edit: Holy ****, I've outdone myself. I think this is one of the longest blogs ever. I did it for the lulz...