My first idea was to adapt the novel to the gameplay. My novel has several characters that I personally love and that is “completed” (with their personalities, their aesthetic and background stories) like Naomi Ave “Salamandra” or Jacob Sas. Also, the novel has flashbacks that are really interesting to be translated into a videogame. And, finally, the total idea to make a novel from my web story Gas Mask War Saga (that was the original name) was to have a base story on which I could build the game. Despite these reasons, I found it really difficult to adapt the novel to the gameplay that I chose. For my first gameplay idea (use as a base the Fallout franchise), adapting the novel was easier, but at the moment that I decided to change the gameplay to another faster, the novel becomes a problem. Too many characters, too many stories, and temporal lines. I found some parts of the novel too boring to adapt, so I was forced to change entire parts of the novel, some of the temporal lines and even the characters’ lives, feelings or deaths. With my lack of experience doing GDDs and designing so complex games, (I remain that I was designing a Far Cry-based game that is an AAA game. Too much for my first GDD? I do not think so. I want to impress :D) was stuck. So I decided to change the story.
My second idea was to create a prequel (instead of a sequel that I finally chose). Gas Mask War is a complex and long story (the complete story goes since the year 1930 to 2018), full of characters, wars, conflicts, and interesting stories. My problem here was chosen what age was the best and also which character will be the best to tell the story. My first choice was to use a secondary character of my novel called Jacob Sas, a 70-year-old man who has lived long enough to tell any story. My second option was Tatiana Mira. I wanted to tell her story with the Rites, the Radicals and how the world was changing until become in what is today. However, after thinking about it, I decided to create a sequel. The main reason was the freedom what that choice gave me. I was able to build a new world, with new characters, stories, and conflicts. I had the freedom to adapt the story to the gameplay without losing any of the details that my world and story have.