Storytelling - PowerPoint PPT Presentation

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Storytelling

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Title: Storytelling


1
Storytelling
  • Game Design
  • Vishnu Kotrajaras, PhD

2
Designers 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

3
Players 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

4
Dungeon Dragons and d20 game
www.privateerpress.com
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www.wizards.com/dnd
monsters
items
Armors weapons
8
Neverwinter Nights
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10
Places for storytelling
  • Out-of-game
  • In-game
  • External materials

11
Out-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

12
Zelda shows map guide before each journey
Admiral Ackbar briefs you in X-wing
13
X-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)

15
Designing 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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  • 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!

18
Mechwarrior 2 cut-scene
Mechwarrior 2 real game
19
Centipede (PS) real game
Centipede (PS) cut-scene
20
FFVII 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

22
Designing 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

23
FFX 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

25
Damage 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

27
Cut-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)

28
Cut scene from Tekken 4
Tekken 5
29
In-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)

30
Soul Calibur 2
31
Techniques 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)

32
FFVII Advent Children
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Techniques for in-game storytelling (2)
  • Dialog
  • Conversation with NPC
  • Items in the game PC terminal, PA systems, tape

35
Phoenix Wright
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  • 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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  • 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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Will 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

45
External 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)

46
Infocom text adventures
47
External 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

48
Linear 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

49
Character 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!

50
An exception!
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54
Tomb Raider angel of darkness
55
NPC 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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Writing 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

58
Overdoing the story
  • Star wars
  • The force, mysterious power in all beings
  • It doesnt need an explanation
  • Episode 1, Mediclorian. What the hell?

59
Underdoing 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)

60
Non-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

61
Working 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

62
Beware 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
63
Story Tip 1Create a Conflict!
  • No conflict, no story.
  • Conflicts are interesting.
  • Keep it simple.

64
Story 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?

65
Story Tip 3Use Simplicity and Transcendence!
  • Medieval
  • Futuristic
  • War
  • Modern

66
Story Tip 4Keep your story world consistent!
67
Jumping the Shark
68
Jumping 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

69
Story Tip 5
  • Make your story world accessible!

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71
Finding 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).

72
Broken Sword
Ecstatica
73
Discworld 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.

75
Gothic
76
Might Magic IX
77
Morrowind
78
Like
  • 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.

79
Like2
  • 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

80
Like3
  • 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.

81
Dont like
  • NPC talking too much
  • Discworld NPCs talk too much about themselves
    (too much background), without giving direction.

82
Illusion 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.

83
Tools and techniques
  • Façade
  • IDTension
  • Planning (LISP) using intention parameter
  • http//people.ict.usc.edu/riedl/pubs/dissertation
    .pdf
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