What makes Star Wars feel like Star Wars is the setting.
You'd have won your argument if you ended it there, but then you went ahead and said...
What makes a heist story or a romance feel like a heist story or a romance? The plot.
....which makes you fall face-first. Plot doesn't make romance, and plot
alone doesn't make heist. Even if you took the setting and plot and threw it in the bin when it comes to Romance, the characters would
create the world, the setting and the plot based on their own personalities and disposition, because ultimately it's all about relations between characters, and how those relations and choices eventually create
plot. Plot doesn't dictate people falling for one another; interaction between characters does. In which case, creating vivid and memorable characters is always paramount.
However, that's not to say that the relations between characters and settings is a one-way-street. Even if it's the characters that create the setting, and not vice versa, in many occasions it's the settings that influence the characters' development.
Having written heist stories before, I think the same goes for that too. However, in case of Heists, there's much trade between plot and characters compared to Romance and Drama. Settings are easy to come by, but what drives the story is not the plot, but the characters. See, the best characters that retain in the audience's minds are not those governed by the plot but those that
govern the plot. Which is why really great stories begin to take a life of their own when you start writing them despite a good outline; and that's a fairly good thing.
But Lynx clearly isn't the mindless monster Lavos was, so the player has a disconnect.
The fact that Lavos was capable of flying through space-time, devour planets, dabble in human genomes, build dungeons, create intelligence in the form of a rock, etc. would state sufficiently that Lavos was anything
but mindless. In fact, Lavos was to us as Lucca was to a mayfly. Due to the large intelligence gap, besides the lessened intelligence of FF, there's
just no proper means of contact. The mayflies, or even the bacteria in our own belly, wouldn't really get what we try to communicate with them, and they'll simply pass us for "involuntary movement of the earth, probably an earthquake or something". And we? We'd happily dissect them just to study them.
I think the same goes for Lavos. The
shell of Lavos was nothing more than a complex organic space-time ship and computer that could be artificially grown, all done by the
true Humanoid Lavos that was inside -- and that Lavos was the core Scientist of its species.
But I get what you mean: Because there was no intelligence contact between the species, the audience would then simply take Lavos' reaction as
mindless because they could neither relate to it nor make sense of it (as almost everyone does in my locality when I ramble in techno-babble).
It doesn't work. If writing your ideas down works for you, more power to you. For me, and for a lot of other people I've encountered, writing them down in an undeveloped or summary form is like pinning insect specimens: it kills them.
Hah, I've heard that advice before too, and it's a really splendid one! Interestingly, I've gotten into the habit of trusting myself, my creativity and aptitude, rather than moaning my forgetfulness as I used to. Why? Because it then trains my impulses, my instincts, to be able to intelligently imagine on-demand and at the same time be able to pick the best ideas out there (and if it doesn't work, I always ask someone or do something to stimulate my creativity).
What this brings to mind is how we got into a bad habit of treating ideas in the first place: While it's true that the best "Eureka" moment comes to us when we daydream rather than
force ourselves to think, as much as it's an awesome idea, jotting them immediately does tend to kill whatever's in the back-seat at the time and ready to roll to you, and eventually the idea you had stagnates. I've then made it my business to allow my muses to flow, try to soak in what I thought, and let it settle into contemplation until I get the big picture -- and
not rush into writing every piece I get and end up being disorganized. And when I'm finally ready... I write / work to my heart's content, without stopping, because I instinctively
know where I'm going.
Which again brings to mind, Alfador, that your approach to such treatment of ideas is much of a healthy cognitive training in itself, allowing imagination to harmonize with the critical prefrontal tendencies -- rather than have them conflict and weigh you down. I'm half-wondering if it's your programming experience that developed that kind of ideology, because it's
freaking convenient when it comes to creative thinking.
But I do think that Thought has a point: Whether it's at earlier stages or later, the act of writing anything alone -- whether or not you intend to look at it later -- will help your thoughts retain in memory. In fact, it also helps in your creative process when things are right in front of you and you needn't rely much on your working-memory to remember details long-term, and hence focus your mental energy into evaluation of story alone. This I usually relate with the
analytical approach rather than plainly
creative, though.
But here's where I unify both methods: I follow the Doctor Who script-writing scenario. Throw in fancy words and elements, and trust yourself to figure out what happens later. This is incredibly convenient for Mystery writing especially. xD
Overall, this conversation seems to be bogging down at about the same level I expected it to: lots of people have ideas, but no one's willing to get behind anyone else's.
The aforementioned idea of beginning with an extremely limited micro project is also worth serious consideration IMO. I tend to see this as the best option if the community wants to produce something that actually sees the light of day in a reasonable time frame. So what's a cool concept for a minigame that centers on time travel? Make that, and upon further reflection, we might realize the minigame was just the training mission for the antagonist who appears in the full story for example.
Okay then, enough arguments.
Time for business!How's this for a game idea:
How about multiple
relatable characters in a
Viewtiful Joe like gameplay, but with time travel?
And here's the twist: the
relatable protagonists are
actually the bad guys of the sequel (if the first game gets successful enough to finance the sequel) who were training enough to give the
real protagonists a hard time?
Hmm!!
....
THIS SOUNDS LIKE THE GAME IDEA I ACTUALLY PROPOSED TO A COMPANY ONLY A WEEK AGO. O_OI could totally ditch what I pitched if everyone's interested in helping make this, though.
I have the perfect story for this too.