Writing and Interactive Storytelling (lecture 6 Game Development)
abdulrafaychaudhry
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12 slides
May 31, 2024
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About This Presentation
Writing and Interactive Storytelling (lecture 6 Game Development)
Size: 674.53 KB
Language: en
Added: May 31, 2024
Slides: 12 pages
Slide Content
Game Writing and Interactive
Storytelling
Overview
3 ways a story can be experienced
–Tell
–Show
–Do
–Games can use all 3, but 3
rd
is best
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Know Your Audience
Dev team needs to share vision
Appropriate storytelling for genre
Even shooters seem to benefit from a real
back-story...for some
3
Budget Storytelling?
Famous games with ground-breaking
stories ...can flop
Easy to write plot points that can't be (or
exceed budget) conveyed in game...or even
in a cutscene
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Basic Storytelling
Inciting(encourage) Incident
–Usually, before game “starts”
–Maybe an immediate conflict
Rising Action
–Discover identity and capabilities
Climax(Exciting)
Resolution
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Plot Types
Linear –player is along for the ride
Branching –player sees 1/2
k
Modified branching, parallel paths
Modular storytelling-”sitcom” model
Nonlinear Plots-”sandbox” model
Quasilinear Plots
–Linear within a sandbox
Forest –many little stories
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Interactive Fiction
Player's decisions write the story
–Used in a niche(suitabale) of print books
–By default, implies Branching
Agency
–The more the player's decisions affect
subsequent gameplay, the more real and
immersive it feels
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Narrative Devices
The Spine
–Those elements that are required in order
to complete/finish/win
The Golden Path
–Optimum path to experience the game as
intended
–Maximum rewards
–Motivation to return to the spine
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Algorithmic Storytelling
Generate new stories/questlines as a
result/consequence of player actions
“narrative intelligence”
Easy to generate “valid”, hard to generate
“interesting” or “fun”
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Story Mechanisms
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Cut Scene
Scripted Event
Artifact
NPC (Non –player Character)
Internal Monologue(Self talk or inner
Speech)
Triggered Event
Character Development
Three-dimensional characters
Backstory, motivation, goals
Flaws
NPCs that have “a life” other than their quest dialogue
Attributes of player will project onto main character
–Less development needed for them
–Player actions should affect character
personality/capabilities
Hero often ends up more memorable than story line!
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Dialogue
Usually, a weakness in games
Spoken vs. Written
Brief and conversational
Avoid empty thread syndrome
Menus vs. chats
Dialogue Trees vs. AIML scripts
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