Sign me up for either, chief. Or not. Depends if you want that Wynn creative input :v
I really like the idea behind this, so I'll offer to help any way I can. O: Just tell me what to do and I'll try to do what I can to help.
Super excited to have actual interest in helping out with this project. ;---;
Some stuff I didn't want to really post without having some sort of interest first... Basic initial storyline stuff:
Player begins in a small hunting village nestled deep in this dark and spooky forest that's really not so dark and spooky. This village has a tradition where, when kids come of age (16 or 18), they are put to The Test. This is basically just a test where they run into the forest, find a special grove, and return with a flower that grows around the spring there. Those who do are considered adults from then on, and they join up with their parents on hunting trips and trips to town and the like. The forest isn't really fraught with danger. The adults and the human settlement tends to keep the Beasts at bay, pushing the scarier sorts deeper into the forest. The smaller ones stick around closer to the village. The deeper you go into the forest, the nastier the monsters get, essentially.
But there's a catch. In this village, there's one kid, one whole family, who is exempt from the hunter-gatherer lifestyle. They live comfortably and are fed by the extra food caught by the other families in the village. Player is that kid, who has just recently come of age. The Test is about to be underway and Player's peers are all set and ready to enter the forest to become full-fledged adults, while Player is told to stay home and mope. I want the game to be all about choices, so you won't really be forced into doing anything, after this first little bit where you kind of have no choice but to run out into the village and try and blend in with the other kids.
(at home, you can't leave (player comments on these things) without a few things: your trusty knife your mom gave you for your birthday, the leather tunic you made all by yourself, and your dad's old journal (it's blank, but it serves as a good luck charm for you!))
You run out to the group with your journal and dagger and tunic and you're all set to go out with the other kids. The village chief, however, sees you. The other kids point you out and the chief says YOU CAN'T GO IN THE FOREST. IT'S NOT ALLOWED. But you're not forced to leave. You'd have a little back-and-forth with the guy where you can argue against how unfair it is or accept your lot in life. After the discussion ends, you're given control again. You really have two main options. You can listen to the chief and head home, OR you can RUN into the forest without caring about what the old dude said.
If you run into the forest, you'll be chased by other kids in the village. On the first screen of the forest, you get attacked by one of the kids who says you shouldn't be out there. You beat him, he runs off and you just progress as normal.
If you run home, your dad asks why you're so upset. After a brief explanation, he tells you to do whatever you feel is right, and that he'd support you going into the forest. He explains the reason WHY they don't want you going to the forest, going through this old myth about "Walkers," mythical figures who were able to commune with Beasts and control them. It's believed that you (and your family) descended from the Walkers and that you have inherited their skills. The ability to control Beasts is deemed too dangerous, so they just keep the Walker line from ever entering the forest. Naturally, you're encouraged to go anyway, since it's a load of hogwash.
The forest would be a pretty simple area, nothing too special. Relatively open, with a few little spots to explore that have healing items and perhaps a different weapon type or two (like handing out a spear or a sword) before you eventually end up at the spring. You (in your thought bubble) mention which flower is the right one. So you go and pluck your flower, only to be stopped by the voice of another person who's there with you in the forest. This person would be a Walker, as well, and it would be one of two characters, dependent on your character's sex. (the character would match sexes and be around 25-30 years old) This dude is a Walker, as well, and it's them who points to your journal and explains how you're a Walker, too. As proof, the Walker summons forth a pretty badass Beast (level 3-4, maybe 5) and says how you can do that, too. You just need to commune with them.
So you get a quest to go capture a Beast in the forest. Once you've gotten one, you return to the spring, and the Walker who helped you is gone. (They'll be there UNTIL you clear the quest, to remind you of how to do it if you forget). So you just pick the flower and return to the village, triumphant.
At this point, you can literally ONLY CAPTURE the one monster you catch here. You won't have any excess storage at all.
That's essentially my vision of the opening sequence of the game. From there, you'd return to the village, stuff happens, and you end up getting your first journal upgrade (to be able to hold 2) before you leave the village, headed for a city that lies across some plains to the *direction*.
Important notes: The forest would be FULLY TRAVERSABLE from the moment you have finished this first quest. You'll be able to delve as deeply into the forest as you would like, but it's highly likely that you with your poop-league gear and your fresh new Beast(s) will not be able to go very far off the main path that you took in the beginning. You CAN explore all you like, but you'll likely get nommed on. People WILL warn you of this if you ask around town before heading out. They'll give free items and tell you to be safe and stay away from the deeper woods. It'll be a short path through the forest to get out onto the open plains and blahblahblah that's about as far as I've worked out the story so far. :P
I don't particularly want or need the story to be some deep and engaging thing. I want the primary focus of the game to be around the character of the player (which will be largely molded by choices made by the player) and the lore of the world that you're traveling through. Lore about Beasts and Walkers and what has come before and what is prophesied to come in the future. I also want the destiny of the player to be up in the air. Your choices should determine how you develop through the course of the game. You might decide to help out what a different player would consider the villains. You might avoid responsibility and just sit around and play with your Beasts for the whole time. I'd want "endings" for a whole bunch of different ways you can play the game, including a few "bad ends" for if you do literally nothing. Like if you cry about not going to the forest, go home, and then just choose to sleep instead of going out into the forest to hunt, it'd give a nice ending where your player character just resigns themself to the fate of never having any fun and grows up to be the parent of another kid, and the story basically just starts over, with you designing a new character and going through everything again. :P