Title: Storytelling
1Storytelling
- Game Design
- Vishnu Kotrajaras, PhD
2Designers story
- Many game has one predetermined story
- Story told with cut scene
- Some game allows simple branching
- But they are usually limited, and predetermined
by the programmer anyway
3Players story
- Mini story unique to the player, of how he won
that level - The idea is to merge designers story and
players story into one - Allowing what player does to have impact on the
main story - Dungeon and dragons
- Dungeon master leads the game and telling the
story as it happens, but he adds things according
to what player does - Neverwinter Nights
- Computer cant do this, so we have to anticipate
what players can do - Do your best, you cant come up with every
possibility anyway
4Dungeon Dragons and d20 game
www.privateerpress.com
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7www.wizards.com/dnd
monsters
items
Armors weapons
8Neverwinter Nights
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10Places for storytelling
- Out-of-game
- In-game
- External materials
11Out-of-game storytelling
- The player is not playing when the story is told,
such as - cut-scenes cinematic techniques
- Text briefing before mission
- Images
- Map (Zelda, a link to the past)
- suggestion of a next challenge
- recap of what the player has achieved
- Comic book style
- Audio
- Together with document or mission briefing
(X-Wing) - Can save budget for cut-scene
12Zelda shows map guide before each journey
Admiral Ackbar briefs you in X-wing
13X-wing versus Tie fighter text briefing
14- But dont let it interrupt gameplay (players want
to play) - The 7th Quest (or any FMV game is a good example
of FMVs failure because of using it too much)
15Designing cut scenes
- Consistent visuals between cut-scene and gameplay
- Many games use the same graphic engine for
cut-scene and gameplay - Pac-Man
- Karateka
- Zelda (2D and 3D)
- Metal Gear Solid
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17- Games that dont use the same graphic engine in
cut scenes - Command Conquer
- Cut scenes between levels, but uses live actors.
So it looks very different from the in-game
environments - Mechwarrior 2, Centipede 3D, Final Fantasy VII
- Super-high polygon, pre-rendered 3D (much more
beautiful) - Disjointed visual experience! This reminds player
that this is a game!
18Mechwarrior 2 cut-scene
Mechwarrior 2 real game
19Centipede (PS) real game
Centipede (PS) cut-scene
20FFVII screenshots and cut scenes
21- Remember, cut scene is for single player to
experience - Therefore it is not like watching a film in a
cinema - So it must be like reading a book if possible
- Player must have freedom to stop, read text with
her own pace, or re-watch cut scene
22Designing cut scenes
- Early final fantasy None (bad)
- Players have to hack to watch the movie file
- Final Fantasy X, X-2
- Cant re-watch cut scene right away, but can do
later at a movie location - Cinema experience when first watch (cant rewind
but can pause if you want) - But allows freedom of watching eventually
23FFX now graphics are almost the same for cut
scenes and normal scenes
24- The Last Express
- Egg save allows players to go back and re-watch
cut scene at any time - Damage Incorporated
- Interactive mission briefing
- Can flip back and forth between images and
documents - Pause, rewind, fast forward spoken dialog
25Damage Incorporated
26- What about skipping cut scenes?
- Necessary, since players may have played many
times and will get bored if he is unable to skip - The best is to allow skipping forward and back
within the cut scenes, - Especially for very long ones
- but this is quite rare at the moment
27Cut-scene examples
- Most famous Final Fantasy
- Tekken, what?
- Cut scene before the gameplay and after finishing
the game with one character - Characters do not show personalities during
gameplay - Arenas have noting to do with the story
- Why have a story at all? (yes, reward cut scene
for finishing the game)
28Cut scene from Tekken 4
Tekken 5
29In-Game storytelling
- Story occurring while playing
- Setting configurations
- Choosing conversations
- Pre-mission planning
- Half-Life has only in-game storytelling
- Chat
- Announcement on PA
- NPC behavior
- Command Conquer
- In-game storytelling in mission design
- Otherwise, cut scenes
- Soul Edge
- Players have some control for the story at the
end (mixing in-game and out-of-game)
30Soul Calibur 2
31Techniques for in-game storytelling
- Text
- Signs, notes, books that players can read
- Graffiti on the wall
- Level settings
- Centipede garden
- Monopoly real estate
- RPG Scene can tell about inhabitant of an area,
including the areas past - Advent children (not a game, but good example)
32FFVII Advent Children
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34Techniques for in-game storytelling (2)
- Dialog
- Conversation with NPC
- Items in the game PC terminal, PA systems, tape
35Phoenix Wright
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37- NPC behavior
- Two people that hate each other will argue
- NPC in a peaceful village may flee when seeing
our weapons - In a hostile town, NPC may attack players who
draw swords, demanding players to give up weapons - NPC may interact with other NPCs in various ways
38- Marathon
- Lots of computer terminals
- Reveals more plots
- Objective of current level
- But the game is still active
- Player can be attacked while sitting at a
terminal - Keep tension of real-time
- Yes, player can control the reading speed and
choose the page he wants to read
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40- Damage Incorporated
- Dialog
- Response to players order
- Comment about mission
- Response to players performance
- Different teammates react differently
- Behavior
- Rebel against player when they do not agree
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44Will player miss the story, if its in-game?
- Player may not have chance of talking to some
character, or witnessing some events - Dont worry, its the players responsibility to
seek the complete story elements
45External materials
- Introduction written in the manual
- Back-story
- Map
- Often used for games with limited hardware (old
games) - Arcade
- Written out on the cabinet
- Infocom games always come with extra documents
- Some time the extra materials are needed to
complete a puzzle (not good in term of gameplay
though)
46Infocom text adventures
47External materials used today
- We dont need storytelling in the manual anymore
- Technology is better today
- It distracts from gameplay
- but extra materials to the game world is welcomed
48Linear story?
- Screenwriter and novelist
- Not good for non-linear storytelling because they
only know how to create one-track story - Movie-like nonlinearity, because they will delete
non-narrative path - But we need various paths, even not-so-narrative
ones. - Player story is more important than designers
story - Glory of film maker
- Some game designer wants it
- Long cut scenes -gt failure as a game
49Character personality
- Player character needs a distinct look
- But little personality
- Because players want to play as themselves
- Mario
- Lara Croft
- too strong character will make a player feel that
she is not in control - Player character keeps repeating irritating
dialog - Some popular characters are exceptions!
50An exception!
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54Tomb Raider angel of darkness
55NPC personality
- On the other hand, NPC needs to have memorable
personality - If player is annoyed by an NPC
- Its actually not bad
- It means the NPC has enough personality
- Sephiroth vs Ultimacia, the opposite
- Yuffie (\_/), Rikku (_)
- Oaka (do you want to visit him?)
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57Writing story
- Should worry about situations that player can
interact with game world - If characters and situations are good, then the
story does not really matter - But its even better with a good story
- Just dont overdo telling story
- Only give players what he needs to continue
- The rest, player will figure it out, or fill it
with their own imagination - Final Fantasy VII ending
58Overdoing the story
- Star wars
- The force, mysterious power in all beings
- It doesnt need an explanation
- Episode 1, Mediclorian. What the hell?
59Underdoing the story
- Too many unexplained things
- Or does not explain important points
- Final Fantasy VIII
- Time compression? No explanation? And no clear
picture in our head how it would benefit
Ultimacia - Matrix Reloaded and Revolutions
- Hard-to-understand dialogs
- Where are the henchmen from Matrix 2 in Matrix 3?
- Why does Neo have power out of Matrix? (this is
totally impossible, and actually destroys my
belief of The Matrix)
60Non-Linear writing
- use in-game storytelling when possible
- It forces us to think in non-linear term
- Branching story
- Player chooses order of the story components
- Maybe only the first and final chapters need to
be in order
61Working with the gameplay
- Do not contradict gameplay and technology with
story - See the environments you are working in
- Think of the most interesting content possible
for that environment - Example
- Know that we will have team mates in FPS
- then think about each team mate personality,
their reaction when comrades are killed, what
kind of person each one is - Ideas come out of limitations, gameplay, and
technology available
62Beware of marketing people
- They want complex story
- Easier to put in advertisements than game play
- They want strong personality character
- So they can sell action figures
- But great games must allow player to tell their
own story - Sim city
- Civilization
No pre-made or complex story at all
63Story Tip 1Create a Conflict!
- No conflict, no story.
- Conflicts are interesting.
- Keep it simple.
64Story Tip 2Put the story to work!
- Shape it to meet your needs! Story is more
flexible than gameplay. - 3DO story
- Gravity Gun
- Use clichés when they can help you!
- Examples?
65Story Tip 3Use Simplicity and Transcendence!
- Medieval
- Futuristic
- War
- Modern
66Story Tip 4Keep your story world consistent!
67Jumping the Shark
68Jumping the Shark
- Same Character, Different Actor
- Birth Death
- Ted McGinley
- Puberty
- Singing
- Live!
- I Do
- They Did It
- The Movie
- Moving
- Special Guest Star
- A Very Special...
- New Kid In Town
- Hair Care
- Exit...Stage Left
- Graduation
- Color
69Story Tip 5
- Make your story world accessible!
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71Finding preferred narratives
- Exp 1
- 12 students (age 20-23, played 10 or more games
in the past, selected from 70 final year
multimedia students ) played 4 adventure games
individually. - Broken Sword 2 The Smoking Mirror
- Ecstatica 2
- Discworld 2 Missing Presumed
- The Curse of Monkey Island
- Analyzed their responses to those games in 5
small group sessions (group size 3,2,2,3,2).
72Broken Sword
Ecstatica
73Discworld II Mortality Bytes
Monkey Island
74- Exp2
- Inviting all 1st year management students.
- Selected by gender, gameplay exp., and earliest
response. - Four sessions 3,2,4 and 4 participants, playing
individually before joining discussions. - Play for a few hours.
- Gothic, Might and Magic IX, Morrowind
- Propositions from exp1 were debated.
75Gothic
76Might Magic IX
77Morrowind
78Like
- Social/Psychological traits in the story
- Trust, suspicion, anger, rudeness, goodness,
badness - Player likes to be able to choose how to respond
to questions (polite, rude, angry, etc) - And they like it even more if has a subsequent
effect on a story. - Gothic people go around asking what you are
doing. - Background/character story interspersed with play
activities - Morrowind too long speech, not good.
- Broken Sword Every time you click on an object,
itll give you a little bit of story. You build
the story yourself. D - Gothic you only get the info you need.
79Like2
- Long term character memory
- Morrowind NPC talks the same all the time.
- Broken Sword NPC changes what he/she talks every
time. - GTA gangsters try to kill you after you betray
them. - Gothic meeting guards, they remember they met
you before. - 1st they warned you that theyd kill you.
- If you go up to them again, they will really do
it. - Gothic enemies follow you all the way.
- Combat that arise from players own aggressive
behaviour - Might and Magic enemies attack you the same at
the same location, not good. - Control in navigation
- M M only 1 path, not good.
- Gothic many choices D
80Like3
- Choices to be limited
- A story to be episodic and directed.
- Difficult level can be opened for access, but the
player will choose not to go there until they are
ready. - This keeps the story linear, but also gives the
player the feeling that its his choice not to go
there. - Not allow to leave certain areas unless players
obtain necessary resources. - So that the player do not have to come back after
progressing for many hours. - NPC to direct him to another NPC. Otherwise the
player will get bored, not doing what the story
is focusing. - A game that maintains the degree of the
illusion of freedom of choice.
81Dont like
- NPC talking too much
- Discworld NPCs talk too much about themselves
(too much background), without giving direction.
82Illusion of choice that player wants
- Different paths in traveling.
- Different speeches.
- Different items and equipments.
- Side quests
- Baldurs Gate
- FF
- Offering earned clues when a player gets stuck.
- Allowing different ways of solving problems.
- Different elements in fighting monsters in FF,
but players dont need to use it. - Buy your way into a castle, or smuggle your way
in.
83Tools and techniques
- Façade
- IDTension
- Planning (LISP) using intention parameter
- http//people.ict.usc.edu/riedl/pubs/dissertation
.pdf