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STORYTELLING

STORYTELLING. Storytelling. Game & Story Places for Storytelling Linear Writing Pitfalls Game Stories The Dream. Game & Story. Do we need? Tetris, Centipede, SSX  no story / limited story Halo, Thief  wide story Does not have to have a story but gets stronger itself, the game .

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STORYTELLING

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  1. STORYTELLING

  2. Storytelling Game & Story Places for Storytelling Linear Writing Pitfalls Game Stories The Dream

  3. Game & Story • Do we need? • Tetris, Centipede, SSX  no story / limited story • Halo, Thief  wide story • Does not have to have a story but gets stronger itself, the game.

  4. Designer’s Story • Movies & Novels, series of a dramatic events • Static and unchanged events • The End  Success or Fail, • Success  complete all tasks • Fail  beaten by enemies • The designer dedicates all the story components by herself • Maybe little embranchments possible

  5. Player’s Story • All levels includes short stories about winning & failing the game • Players decision is crucial on winning & failing the game • Embranchment is important • Interesting for the gamer (maybe not for the listener the real gamer herself)

  6. Designer’s Story Versus Player’s Story • Advantages of Designer’s Story • Conventional storytelling ways, interesting characters & events • Makes the game meaningful, related by gamers performance • Ideal Story; • Combine the Designer’s Story byPlayer’s Story, interactive story in the conventional dramatic events • Characters and events are unchanging but player is included in the game flow.

  7. Places for Storytelling Out-of-Game In Game External Materials

  8. Out-of-Game • Widely used • Game running but player does not playing • Cut-scenes or player is informed what to do • Popular in movies, novels etc.

  9. Out-of-Game • Cut-Scene: Cinematic technique. Applied by blinding screen completely before another scene is attached or move camera 180 degrees around player. • Text: Used to inform player by writing materials • Audio: Directives by human voice when the budget is short for animated materials • Images: mixed with text, shows player some chapters of the game, sometimes comic style

  10. Out-of-Game • “Damage Incorporated”  Dialog & Text

  11. Out-of-Game • Flowing techniques • Minimum cut-scene • Compatible with game dynamics • Not forget out-of-game is less user friendly

  12. In-Game • Text: Text adoption inside the game world • Level Settings: General setting for game world either story-dependent or none. • Dialog: Dialog by NPC’s • NPC Behaviors: Not just by dialogs also by movement and other behaviors affect the player in story

  13. In-Game • Showing is better than telling • Showing  In-game storytelling • Telling  Out-of-Game storytelling • Falstein says game design is “Show, not tell” and the rule is “do, not show” To keep player actively in game, instead of showing make her doing the events • Player can miss some story parts, images or text

  14. External Materials • Limited disk capacity • Game guides and story books • Wasteland  has a reference book, if player needs game tells refer to # paragraph of the book

  15. External Materials • Nowadays short brochures tell how to install and use game • No need such guides to play the game • Infocom increase the players experience in-game

  16. Linear Writing Pitfalls • Games movie considered • So many cut-scenes used • Games are interactive in comparison to movies: • Game can have linear story and gaming experience. • Game writers creates powerful characters but players want to have the power in the game

  17. Game Stories • Shall not be linear • Shall not have many characters • Shall not have many cut-scenes • Shall not have repetitive story • Shall make the player first character itself • Shall not exaggerate the background • Shall be told detailed • Shall be speculative

  18. The Dream • Players should feel ownership over the actions in their game, and thereby ownership in the story that is being told. Allow players to craft their own unique stories when playing your game

  19. Bibliography • Rouse III, R. (2005). Game Design Theory and Practice(2nded). Wordware Publishing. Thanks

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