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Transcription:

Lecture 25

Some Questions to Start With What is purpose of story in game? How do story and gameplay relate? Do all games have to have a story? Action games? Sports games? Role playing games? Puzzle games? 2

Setting vs. Story Setting Premise/motivation to play Does not limit outcomes Geography to explore Has many dimensions Physical (scale, perspective) Temporal (time compression) Environmental (art style) Emotional (horror, humor) Ethical (good vs. evil) Story Creates an emotional setting Defined by NPC behavior Drama builds tension Typically has a narrative Voice of author Gives direction to game Gives sense of progression But loss of player choice 3

Aspects of Game Design Games as Education Train player skill and understanding Focuses primarily on player capabilities Games as Exploration Focuses on game geography Typically involves heavy storyboarding Games as Focuses on player progression Most challenging element of game design 4

Players Need Discrete Progression Analogy: hiking to a mountain peak Constantly making progress to top of mountain Psychologically hard to recognize this progress Result: take pride in reaching concrete landmarks Players need this discrete progress as well Individual levels Game worlds Narrative or storytelling Games without story 5

Travelogues are a Kind of Story Focus is on journey, not characters Many examples in literature Gulliver s Travels Classic heroic myths (e.g. Odyssey) Epic fantasy (e.g. Tolkien) Problem is emotional impact One landmark is as good as any or Eventually landmarks lose ir significance 6

Travelogues in RPGs 7

Story and Gameplay Want to create dramatic tension in game Heightens emotional investment Story becomes integral part of gameplay Story structure is incredibly important Pacing: How elements unfold in game Dramatic Flow: Rising and falling action How do we structure this? And how does it affect meaningful choice? 8

The dynamic structure How is story revealed? Relation to gameplay? Can story be missed? Examples: Cut-scenes Character dialog In-game lore Game manual Story Vehicle 9

The Dramatic Arc Climax Narrative Tension Rising Action Falling Action 10 Exposition Narrative Time Resolution

Three Act Structure Standard for movie screenplays All major movies follow it Violations consider artsy Proven formula for dramatic arc Accepted standard for games too But less well understood Suitableness is matter of debate 11

Act I: Set-Up Exposition Introduces protagonist Introduces dramatic premise Character relationships Inciting Incident Sets plot in motion act 1 Half-way through act Plot Point Indicates end of act Reversal : new direction 12

Obstacles block goal Act 2: Confrontation First Culmination Just before halfway point Protagonist seems close Then everything falls apart Midpoint Protagonist at lowest point act 2 Plot Point Indicates end of act Reversal : new direction 13

Act 3: Resolution Second Culmination Tension at greatest point Forces confront each or Often called Climax Denouement After climax is done Return to equilibrium act 3 Typically much shorter In games: boss fight 14

Example: Donkey Kong Exposition, Act I Rising Action, Act II 15

Example: Donkey Kong Climax, Act III Denouement 16

Example: Mass Effect 2 17

Gameplay vs. Narrative Narrative: non-interactive Designer created narrative Player experiences it Even if re are choices Gameplay: interactive Very definition of a game Entirely player driven How do you combine se? 18

Characters Elements of Game Narrative Protagonist: player controlled character Supporting characters: NPCs Storyline How does story progress? Dialogue Story vehicle in games and fiction Easy way to allow player choice 19

Characters Elements of Game Narrative Protagonist: player controlled character Supporting characters: NPCs Storyline How does story progress? Dialogue Story vehicle in games and fiction Easy way to allow player choice For a later lecture 20

Characters: Agency vs. Empathy Like gameplay vs. narrative dichotomy Agency: Character represents player Can be utilitarian (allowing player choice) Can support role playing, creativity Empathy: Develop emotional bond Hard if complete player control Requires some predefined personality 21

Characters vs. Avatars Character Avatar 22

Characters vs. Avatars Character Avatar How Does this Effect Story? 23

Computer vs. Player Control Computer Control 24 Player Control

Computer vs. Player Control Computer Control Player Control? y r o t es D w o H 25 th t c e f f E s i h oes t

Storyline Linear : Designer directed Success is adherence to story Very easy to design (cutscenes!) 26

Storyline Branching : Player directed Choose Your Own Adventure Content becomes very expensive! 27

Storyline Faction Design: Modern RPGs Game has factions each with different story Simple branching story per faction Player s story is a mix-and-match of factions 28

Storyline Open Ended: Player creates own story? 29

Storyline Open Ended: Player creates own story? No Narrative: Is this Really? 30

Open Ended Story: Game Ethics Player actions have consequences Are y just success vs. failure? Or is re a notion of good vs. bad? Value judgements are sometimes author s voice Can provide direction in place of narrative Example: modern RPGs Story lines written for good and bad Some players want to see all stories But some feel choices are emotionally painful 31

Ethics versus Gameplay 32

Ethics versus Gameplay 33

Meaningful Choice Players often claim want meaningful choice Gameplay actions have effect on storyline Actions needed to achieve story outcomes Must make some outcomes unattainable (why?) But not clear that y mean this Often want to experience all of story Closing off plotlines requires a new game Morrowind vs. Obsidian 34

Summary Story can simply support a setting Can tell across multiple vehicles Does not require it be coupled with gameplay Integrating narrative with gameplay is harder Character design: agency vs. empathy Storyline: linear vs. branching vs. or Dialogue: next time Authorial voice is possible without narrative 35