Title: Storytelling
1Storytelling
2Storytelling
- In the early days of video games, storytelling
was usually only done in the context of adventure
games. - Modern video games of all genres can have some
story elements. - It might be a key part of the game, or it might
just be to provide a setting and motivation for
the game. - Either way, it is important to understand how
good stories are told. - There are three key parts to any story
- Plot, setting, and characters.
3PlotThe Three Act Structure
- The basic structure of a good plot is really
quite simple. - A story must have a beginning, a middle, and an
end. - Each must be done properly for the story to be
effective.
Act 2 The Middle
Act 1 The Beginning
Act 3 The End
4PlotThe Beginning
- A story begins the moment the player has a
problem that is when the game should begin. - Many writers, however, start the story before the
beginning. - They go over history, extensive background of the
character, and so on. The action begins too
late. - Most good stories begin with the character
already involved or engaged. - You grab the players attention first, and fill
in back story as you go along. - Start with simple threats and obstacles that
establish mood and setting, and begin to form and
advance the story as these are overcome.
5PlotThe Beginning
Screen shot from the Legend of Zelda The
Ocarina of Time. It has a classic introduction
that involves the player right from the start.
6PlotThe Middle
- Once initial obstacles are dealt with, it is now
time to provide more of the big picture. - Give more background and motivations, and set the
players actions in a larger context. - Provide additional obstacles to the player
throughout the story. - Each time one is overcome, a new and harder one
must be faced to reach the long-term goal. - The best obstacles also require the hero of the
game, and the player in turn, to deal with some
kind of inner conflicts and challenges. To
overcome these, growth of some form is required.
7PlotThe Middle
Act 1
Act 3
Act 2
8PlotThe End
- The story ends when the player achieves the
long-term objective of the game. - The last part of a game should bring together the
themes and issues introduced throughout the
game. - In the last part of the game, the player must
overcome the ultimate villain, the source of the
obstacles throughout the game. - In the end, there must be something or someone
that does not want the player to succeed. - To face off with this ultimate villain at the end
of the story, and emerge victorious is very
satisfying.
9PlotThe End
Screen shot from Mario 64. This is one of the
final scenes witha show down against the main
villain.
10PlotSummary
- Keep in mind the three act structure of the plot
of a story. - Remember this old writers maxim
- In the first act, you get your hero up a tree.
- In the second act, you throw rocks atyour hero.
- In the third act, you get the hero back down.
11Setting
- Setting is something usually done well in most
modern video games. - Graphics and sound technologies have advanced to
the point where good settings can be easily
created. - Setting, however, is not just a physical
location. - It is the whole world created to tell your story.
- In creating this world, you should invent only
one what if? and everything else should flow
from this. - After this, everything should be as real as
possible without any contradictions. - Choose a setting that will visually entertain.
- By keeping the setting vivid and consistent, you
will more easily be able to immerse the player.
12Setting
Screen shot from Unreal Tournament 2003. Visuals
like these really help establish the setting of
the game.
13Character Development
- Characters can be the most fascinating part of a
story. - There are two basic philosophies here
- Avoid creating a strong central character only
provide a bare outline, and allow the player to
fill in the rest with themselves. - Create a character with a well defined
personality, attitude, and background. - Success can be had either way.
14Character Development
Dooms generic space marine
Duke Nukem
15Character Development Creating a Character
- Creating a memorable character is hard, but the
rewards can be great. - Both artistically and commercially.
- Try to create a character that can be easily
identified with by the player. - Try to find problems that we all have as
individuals and allow the player to fantasize
that they can actually be solved through the hero
created.
16Character DevelopmentNon Player Characters
- Non player characters fill an important role in
many video games. - They can reveal emotions and reactions that the
hero cannot show. - They help establish mood and tone in very
effective ways that are difficult to do
otherwise. - Example
- Your hero should face down the ultimate villain
without any fear. - By having non player characters cowering in the
background at the same time, this emotion can
still be instilled in the game player.
17Character DevelopmentNon Player Characters
Screen shot from Golden Axe. The villagers
scream and flee at the villains assault. One is
being attacked to the rightbehind the dragon.
18Character DevelopmentNon Player Characters
Screen shot from The Thing. Computer controlled
team mates experience and display fear earning
and keep their trustis an important aspect of
the game.
19Character DevelopmentCharacter Growth
- Character growth in video games is often
difficult to accomplish. - We can have characters grow by improving their
vital statistics, by making them stronger, and by
granting them new abilities. - This is not the same kind of growth found in
traditional storytelling. - The difficulty comes from the fact that the
character is controlled by the player. - Ultimately, growth is determined by the
experiences had by the player in playing the game.
20The Effects of Interactivity
- Because of interactivity with the player, the
storyteller of a game does not have sole control
over the flow of the story. - This is a tight balancing act the nonlinear
freedom given to a player, and the linearity
needed to have a well-constructed story. - Again, the best way to overcome this is through a
series of linearly connected open areas. - Give the player freedom to meet challenges as
they see fit, which can result to a variety of
game experiences. - These experiences are strung together in a linear
fashion so that the storyteller still retains a
good measure of control over the story.
21The Effects of Interactivity
Screen shot from Halo. The player traverses
several open areas strung together in a linear
fashion. Very well done.
22Storytelling Techniques
- In a video game, there are really two ways that
storytelling can take place. - Through the actions of the characters.
- Through dialog.
- If something is to be part of the story, it must
show up in one of those two forms.
23Storytelling TechniquesCut Scenes
- Cut scenes are essentially out-of-game miniature
movies. - If you do not deliver professional-quality work,
the game will suffer for it. - Each cut scene should have specific goals.
- Develop characters.
- Introduce a new environment.
- Advance the plot.
- Establish mission goals.
- For best results, it is a good idea to
collaborate with professionals to do this.
24Storytelling TechniquesCut Scenes
Screen shots from the original Wing Commander
(left) and Wing Commander IV (right). Both are
from cut scenes. The original game used cut
scenes between game sequences, while the fourth
entry in the series used them as a main
storytelling element.
25Storytelling TechniquesScripted Events
- Scripted events are brief sequences within levels
that are usually triggered by some player
activity. - They can be pieces of dialog or small bits of
action. - They can provide back story, build character, or
direct the player towards new goals. - Be careful, however, that your scripted events do
not break the players immersion!
26Storytelling TechniquesScripted Events
Screen shot from Oni. This is of a scripted
event where theheroine Konoko triggers a guard
to come through a previously locked door in
another part of the level. Removing the
guard, passage would then be free.
27Storytelling TechniquesDialog
- Good dialog sounds nothing like regular speech.
- We stumble, pause, and repeat ourselves. Dialog
must crisp, to the point, and without a word
wasted. - Every line of dialog should advance the story and
develop character. - A few tips on dialog
- Never have a character say something in dialog
that the player already knows. - Keep dialog realistic, and consistent with the
mood, setting, and characters in the dialog. - There should be a purpose behind the dialog
dialog without a point can be annoying and
frustrating. - When writing dialog, less is more. Keep it short.
28Storytelling TechniquesDialog
Screen shot of the Legend of Zelda Ocarina of
Time. Dialog is a critical point in advancing
the story, even if it is done in text form.
29Storytelling TechniquesDialog
Screen shot from Phantom Crash. The gameplay
itself is quite good, but theseemingly endless
and pointless dialog between the action can be
extremelyannoying and frustrating to the player.
30Storytelling TechniquesPuzzles and Obstacles
- As mentioned earlier, each puzzle or obstacle
faced by the player in the game should some how
advance the story. - If they do not, the player will wonder what the
point was in overcoming it. - Again the puzzle or obstacle should be consistent
with the story and the players role in how it
unfolds. - It must be reasonable for each puzzle or obstacle
to exist and for the player to have to overcome
it in order to complete their long-term
objectives.
31Storytelling TechniquesPuzzles and Obstacles
Screen shot from Zork I. By finding a way into
the house, we advance the story and the player is
allowed to proceed further.